MAME Documentation¶
Note
This documentation is a work in progress. You can track the status of these topics through MAME's issue tracker. Learn how you can contribute on GitHub.
What is MAME¶
MAME is a multi-purpose emulation framework.
MAME’s purpose is to preserve decades of software history. As electronic technology continues to rush forward, MAME prevents this important “vintage” software from being lost and forgotten. This is achieved by documenting the hardware and how it functions. The source code to MAME serves as this documentation. The fact that the software is usable serves primarily to validate the accuracy of the documentation (how else can you prove that you have recreated the hardware faithfully?). MAME, originally the Multiple Arcade Machine Emulator, absorbed sister-projects, including MESS (Multi-Emulator Super System) and AGEMAME (Arcade Gambling Extensions for MAME), so MAME now documents a wide variety of (mostly vintage) computers, video game consoles, calculators and gambling machines, in addition to the arcade video games that were its initial focus.
I. Purpose¶
MAME’s main purpose is to be a reference to the inner workings of the emulated machines. This is done both for educational purposes and for preservation purposes, in order to prevent historical software from disappearing forever once the hardware it runs on stops working. Of course, in order to preserve the software and demonstrate that the emulated behavior matches the original, one must also be able to actually use the software. This is considered a nice side effect, and is not MAME’s primary focus.
It is not our intention to infringe on any copyrights or patents on the original software and systems. All of MAME’s source code is either our own or freely available. To operate, the emulator requires images of the original ROMs, CDs, hard disks or other media from the machines, which must be provided by the user. No portions of the original software are included in the MAME executable.
II. Cost¶
MAME is made available at no cost. Its source code is freely available. The project as whole is distributed under the terms of the GNU General Public License, version 2 or later (GPL-2.0+), but most of code, including core functionality, is also available under the terms of the more permissive 3-clause BSD license (BSD-3-clause).
III. Software Image Files¶
ROM, CD, hard disk and other media images are all copyrighted material. They may not be lawfully distributed without the explicit permission of the copyright holder(s). They are not “abandonware”, nor has copyright expired on any of the software supported by MAME.
MAME is not intended to be used as a tool for mass copyright infringement. Therefore, it is strongly against the authors’ wishes to sell, advertise, or link to resources that provide illegal copies of ROM, CD, hard disk or other media images.
IV. Derivative Works¶
Because the name MAME is trademarked, you must abide by the rules set out for trademark usage if you wish to use “MAME” as part of the name your derivative work. In general, this means you must request permission, which requires that you follow the guidelines above.
The version number of any derivative work should reflect the version number of the MAME release from which it was was derived.
V. Official Contact Information¶
For questions regarding the MAME license, trademark, or other usage, see https://www.mamedev.org/legal.html
Health Warnings¶
Epilepsy Warning¶
A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or computer monitor, or while playing video games may induce an epileptic seizure in these individuals.
Certain conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. These conditions can include emulation accuracy or inaccuracy, computer performance at the time of running MAME, video card drivers, your monitor, and a lot of other factors. If you, or anyone in your family, has an epileptic condition, consult your physician prior to using MAME.
If you experience any of the following while using MAME, IMMEDIATELY discontinue use and consult your physician before resuming use of MAME.
- Dizziness
- Altered vision
- Eye or muscle twitches
- Loss of awareness
- Disorientation
- Any involuntary movement
- Convulsions
Getting MAME prepared¶
This section covers initial preparation work needed to use MAME, including downloading MAME, compiling MAME from source, and configuring MAME.
An Introduction to MAME¶
MAME, formerly an acronym which stood for Multi Arcade Machine Emulator, documents and reproduces through emulation the inner components of arcade machines, computers, consoles, chess computers, calculators, and many other types of electronic amusement machines. As a nice side-effect, MAME allows to use on a modern PC those programs and games which were originally developed for the emulated machines.
At one point there were actually two separate projects, MAME and MESS. MAME covered arcade video games, while MESS covered home and business systems. They are now merged into the one MAME.
MAME is written in C++ and can currently emulate over 32,000 individual systems from the last five decades.
Purpose of MAME¶
The primary purpose of MAME is to preserve decades of arcade, computer, and console history. As technology continues to rush forward, MAME prevents these important “vintage” systems from being lost and forgotten.
Systems Emulated by MAME¶
The Arcade Database contains a complete list of the systems currently emulated. As you will notice, being supported does not always mean that the status of the emulation is perfect. You may want
- to check the status of the emulation in the wiki pages of each system, accessible from the drivers page (e.g. for Apple Macintosh, from the page for the mac128.cpp driver you can reach the pages for both macplus and macse),
- to read the corresponding sysinfo.dat entry in order to better understand which issues you may encounter while running a system in MAME (again, for Apple Macintosh Plus you have to check this entry).
Alternatively, you can simply see the status by yourself, launching the system emulation and taking a look at the red or yellow warning screen which appears before the emulation starts, if any. Notice that if you have information which can help to improve the emulation of a supported system, or if you can directly contribute fixes and/or addition to the current source, you can do any of the following:
- Send in a pull request (for code) or open an issue (information) on our GitHub page
- Post the information or code on the MAME Forums
- Follow the instructions on our contact page
Supported OS¶
The current source code can be directly compiled under all the main operating systems: Microsoft Windows (both with DirectX/BGFX native support or with SDL support), Linux, FreeBSD, and macOS.
System Requirements¶
MAME is written in C++, and has been ported to numerous platforms. Over time, as computer hardware has evolved, the MAME code has evolved as well to take advantage of the greater processing power and hardware capabilities offered.
The official MAME binaries are compiled and designed to run on a standard Windows-based system. The minimum requirements are:
- Intel Core 2-series CPU or equivalent, at least 2.0 GHz
- 64-bit OS (Windows 7 or later on Windows, macOS 10.9 or later on Mac)
- 4 GB RAM
- DirectX 9.0c for Windows
- A Direct3D, or OpenGL capable graphics card
Of course, the minimum requirements are just that: minimal. You may not get optimal performance from such a system, but MAME should run. Modern versions of MAME require more power than older versions, so if you have a less-capable PC, you may find that using an older version of MAME may get you better performance, at the cost of greatly lowered accuracy and fewer supported systems.
MAME will take advantage of 3D hardware for compositing artwork and scaling displayed software to full screen. To make use of this, you should have at least a semi-modern computer with semi-modern 3D hardware made within the last five to ten years.
HLSL or GLSL special effects such as CRT simulation will put a very heavy load on your video card, especially at higher resolutions. You will need a fairly powerful modern video card, and the load on your video card goes up exponentially as your resolution increases. If HLSL or GLSL are too intensive, try reducing your output resolution.
Keep in mind that even on the fastest computers available, MAME is still incapable of playing some systems at full speed. The goal of the project isn’t to make all system run speedy on your system; the goal is to document the hardware and reproduce the behavior of the hardware as faithfully as possible.
BIOS Dumps and Software¶
Most of the systems emulated by MAME requires a dump of the internal chips of the original system. These can be obtained by extracting the data from an original unit, or finding them (at your own risk) on various place on the Internet. Being copyrighted material, MAME does not come with any of these.
Also, you may want to find some software to be run on the emulated machine where it does not have internal software (e.g. some computers will need a disk to boot to an operating system).
Again, Google and other search engines are your best friends. MAME does not provide any software in the MAME package to be run on the emulated machines because it is very often (almost always, in the case of console software) protected by copyright.
The MAME team has been permitted to redistribute some old software, which can be found in the ROMS section of the MAME site.
Installing MAME¶
Microsoft Windows¶
You simply have to download the latest binary archive available from http://www.mamedev.org and to extract its content to a folder. You will end up with many files (below you will find explanations about some of these), and in particular mame.exe. This is a command line program. The installation procedure ends here. Easy, isn’t it?
Other Operating Systems¶
In this case, you can either look for pre-compiled (SDL)MAME binaries (e.g. in the repositories of your favorite Linux distro) which should simply extract all the needed files in a folder you choose, or compile the source code by yourself. In the latter case, see our section on compiling MAME.
Compiling MAME¶
All Platforms¶
To compile MAME, you need a C++17 compiler and runtime library. We support building with GCC version 7.2 or later and clang version 6 or later. MAME should run with GNU libstdc++ version 7.2 or later.
Whenever you are changing build parameters, (for example changing optimisation settings, or adding tools to the compile list), or system drivers sources are added, removed, or renamed, the project files need to be regenerated. You can do this by adding REGENIE=1 to the make arguments, or updating the modification time of the makefile (for example using the touch command). Failure to do this may cause difficult to troubleshoot problems.
If you want to add various additional tools to the compile, such as chdman, add a TOOLS=1 to your make command, like make REGENIE=1 TOOLS=1
You can build an emulator for a subset of the systems supported by MAME by using SOURCES=<driver>,... in your make command. For example make SUBTARGET=pacem SOURCES=src/mame/pacman/pacman.cpp REGENIE=1 would build an emulator called pacem including the system drivers from the source file pacman.cpp (REGENIE=1 is specified to ensure project files are regenerated). You can specify folders to include their entire contents, and you can separate multiple files/folders with commas. You can also omit the src/mame/ prefix in many cases.
If you encounter linking errors after changing the included sources, delete the static libraries for the subtarget from the build folder. For the previous example on Windows using GCC, these would be in build/mingw-gcc/bin/x64/Release/mame_pacem by default.
On a system with multiple CPU cores, compilation can be sped up by compiling multiple source files in parallel. This is done with the -j parameter. For instance, make -j5 is a good starting point on a system with a quad-core CPU.
Note: a good number to start with is the total number of CPU cores in your system plus one. An excessive number of concurrent jobs will increase compilation time, particularly if the compiler jobs exhaust available memory. The optimal number depends on many factors, including number of CPU cores, available RAM, disk and filesystem performance, and memory bandwidth.
Debugging information can be added to a compile using SYMBOLS=1 though most users will not want or need to use this. This increases compile time and disk space used. Note that a full build of MAME including internal debugging symbols will exceed the maximum size for an executable on Windows, and will not be possible to run without first stripping the symbols.
Putting all of these together, we get a couple of examples:
Rebuilding MAME on a dual-core (e.g. i3 or laptop i5) machine:
make -j3
Rebuilding MAME for just the Pac-Man and Galaxian families of systems, with tools, on a quad-core (e.g. i5 or i7) machine:
make SUBTARGET=pacem SOURCES=src/mame/pacman,src/mame/galaxian TOOLS=1 REGENIE=1 -j5
Rebuilding MAME for just the Apple II systems, compiling up to six sources in parallel:
make SUBTARGET=appulator SOURCES=apple/apple2.cpp,apple/apple2e.cpp,apple/apple2gs.cpp REGENIE=1 -j6
Microsoft Windows¶
MAME for Windows is built using the MSYS2 environment. You will need Windows 7 or later and a reasonably up-to-date MSYS2 installation. We strongly recommend building MAME on a 64-bit system. Instructions may need to be adjusted for 32-bit systems.
- A pre-packaged MSYS2 installation including the prerequisites for building MAME can be downloaded from the MAME Build Tools page.
- After initial installation, you can update the MSYS2 environment using the pacman (Arch package manage) command.
- By default, MAME will be built using native Windows OS interfaces for
window management, audio/video output, font rendering, etc. If you want to
use the portable SDL (Simple DirectMedia Layer) interfaces instead, you can
add OSD=sdl to the make options. The main emulator binary will have an
sdl
prefix prepended (e.g.sdlmame.exe
). You will need to install the MSYS2 packages for SDL 2 version 2.0.6 or later. - By default, MAME will include the native Windows debugger. To also include the portable Qt debugger, add USE_QTDEBUG=1 to the make options. You will need to install the MSYS2 packages for Qt 5.
Using a standard MSYS2 installation¶
You may also build MAME using a standard MSYS2 installation and adding the tools needed for building MAME. These instructions assume you have some familiarity with MSYS2 and the pacman package manager.
- Install the MSYS2 environment from the MSYS2 homepage.
- Download the latest version of the
mame-essentials
package from the MAME package repository and install it using the pacman command. - Add the
mame
package repository to/etc/pacman.conf
using/etc/pacman.d/mirrorlist.mame
for locations, and disable signature verification for this repository (SigLevel = Never
). - Install packages necessary to build MAME. At the very least, you’ll need
bash
,git
,make
. - For 64-bit builds you’ll need
mingw-w64-x86_64-gcc
andmingw-w64-x86_64-python
. - For 32-bit builds you’ll need
mingw-w64-i686-gcc
andmingw-w64-i686-python
. - For debugging you may want to install
gdb
. - To link using the LLVM linker (generally much faster than the GNU linker),
you’ll need
mingw-w64-x86_64-lld
andmingw-w64-x86_64-libc++
for 64-bit builds, ormingw-w64-i686-lld
andmingw-w64-i686-libc++
for 32-bit builds. - To build against the portable SDL interfaces, you’ll need
mingw-w64-x86_64-SDL2
andmingw-w64-x86_64-SDL2_ttf
for 64-bit builds, ormingw-w64-i686-SDL2
andmingw-w64-i686-SDL2_ttf
for 32-bit builds. - To build the Qt debugger, you’ll need
mingw-w64-x86_64-qt5
for 64-bit builds, ormingw-w64-i686-qt5
for 32-bit builds. - To build the HTML user/developer documentation, you’ll need
mingw-w64-x86_64-librsvg
,mingw-w64-x86_64-python-sphinx
,mingw-w64-x86_64-python-sphinx_rtd_theme
andmingw-w64-x86_64-python-sphinxcontrib-svg2pdfconverter
for a 64-bit MinGW environment (or alternativelymingw-w64-i686-librsvg
,mingw-w64-i686-python-sphinx
,mingw-w64-i686-python-sphinx_rtd_theme
andmingw-w64-x86_64-python-sphinxcontrib-svg2pdfconverter
a 32-bit MinGW environment). - To build the PDF documentation, you’ll additionally need
mingw-w64-x86_64-texlive-latex-extra
andmingw-w64-x86_64-texlive-fonts-recommended
(ormingw-w64-i686-texlive-latex-extra
andmingw-w64-i686-texlive-fonts-recommended
for a 32-but MinGW environment). - To generate API documentation from source, you’ll need
doxygen
. - If you plan to rebuild bgfx shaders and you want to rebuild the GLSL parser,
you’ll need
bison
. - For 64-bit builds, open MSYS2 MinGW 64-bit from the start menu, and set
up the environment variables
MINGW64
to/mingw64
andMINGW32
to an empty string (e.g. using the command export MINGW64=/mingw64 MINGW32= in the Bash shell). - For 32-bit builds, open MSYS2 MinGW 32-bit from the start menu, and set
up the environment variables
MINGW32
to/mingw32
andMINGW64
to an empty string (e.g. using the command export MINGW32=/mingw32 MINGW64= in the Bash shell).
For example you could use these commands to ensure you have the packages you need to compile MAME, omitting the ones for configurations you don’t plan to build for or combining multiple pacman commands to install more packages at once:
pacman -Syu
pacman -S curl git make
pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-libc++ mingw-w64-x86_64-lld mingw-w64-x86_64-python
pacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_ttf
pacman -S mingw-w64-x86_64-qt5
pacman -S mingw-w64-i686-gcc mingw-w64-i686-libc++ mingw-w64-i686-lld mingw-w64-i686-python
pacman -S mingw-w64-i686-SDL2 mingw-w64-i686-SDL2_ttf
pacman -S mingw-w64-i686-qt5
You could use these commands to install the current version of the mame-essentials package and add the MAME package repository to your pacman configuration:
curl -O "https://repo.mamedev.org/x86_64/mame-essentials-1.0.6-1-x86_64.pkg.tar.xz"
pacman -U mame-essentials-1.0.6-1-x86_64.pkg.tar.xz
echo -e '\n[mame]\nInclude = /etc/pacman.d/mirrorlist.mame\nSigLevel = Never' >> /etc/pacman.conf
Building with Microsoft Visual Studio¶
- You can generate Visual Studio 2019 projects using make vs2019. The
solution and project files will be created in
build/projects/windows/mame/vs2019
by default (the name of thebuild
folder can be changed using theBUILDDIR
option). This will always regenerate the settings, so REGENIE=1 is not needed. - Adding MSBUILD=1 to the make options will build the solution using the Microsoft Build Engine after generating the project files. Note that this requires paths and environment variables to be configured so the correct Visual Studio tools can be located; please refer to the Microsoft-provided instructions on using the Microsoft C++ toolset from the command line. You may find it easier to not use MSBUILD=1 and load the project file into Visual Studio’s GUI for compilation.
- The MSYS2 environment is still required to generate the project files, convert built-in layouts, compile UI translations, etc.
Some notes about the MSYS2 environment¶
MSYS2 uses the pacman tool from Arch Linux for package management. There is a page on the Arch Linux wiki with helpful information on using the pacman package management tool.
The MSYS2 environment includes two kinds of tools: MSYS2 tools designed to work
in a UNIX-like environment on top of Windows, and MinGW tools designed to work
in a more Windows-like environment. The MSYS2 tools are installed in
/usr/bin
while the MinGW tools are installed in /ming64/bin
and/or
/mingw32/bin
(relative to the MSYS2 installation directory). MSYS2 tools
work best in an MSYS2 terminal, while MinGW tools work best in a Microsoft
command prompt.
The most obvious symptom of this is that arrow keys don’t work in interactive programs if you run them in the wrong kind of terminal. If you run MinGW gdb or python from an MSYS2 terminal window, command history won’t work and it may not be possible to interrupt an attached program with gdb. Similarly it may be very difficult to edit using MSYS2 vim in a Microsoft command prompt window.
MAME is built using the MinGW compilers, so the MinGW directories are included
earlier in the PATH
for the build environments. If you want to use an
interactive MSYS2 program from an MSYS2 shell, you may need to type the absolute
path to avoid using the MinGW equivalent instead.
MSYS2 gdb may have issues debugging MinGW programs like MAME. You may get better results by installing the MinGW version of gdb and running it from a Microsoft command prompt window to debug MAME.
GNU make supports both POSIX-style shells (e.g. bash) and the Microsoft cmd.exe
shell. One issue to be aware of when using the cmd.exe shell is that the
copy
command doesn’t provide a useful exit status, so file copy tasks can
fail silently.
It is not possible to cross-compile a 32-bit version of MAME using 64-bit MinGW tools on Windows, the 32-bit MinGW tools must be used. This causes issues due to the size of MAME. It is not possible to link a full 32-bit MAME build including the SDL OS-dependent layer and the Qt debugger. GNU ld and lld will both run out of memory, leaving an output file that doesn’t work. It’s also impossible to make a 32-bit build with full local variable symbols. GCC may run out of memory, and certain source files may exceed the limit of 32,768 sections imposed by the PE/COFF object file format.
Fedora Linux¶
You’ll need a few prerequisites from your Linux distribution. Make sure you get SDL2 2.0.6 or later as earlier versions lack required functionality:
sudo dnf install gcc gcc-c++ SDL2-devel SDL2_ttf-devel libXi-devel libXinerama-devel qt5-qtbase-devel qt5-qttools expat-devel fontconfig-devel alsa-lib-devel pulseaudio-libs-devel
Compilation is exactly as described above in All Platforms.
To build the HTML user/developer documentation, you’ll need Sphinx, as well as the theme and the SVG converter:
sudo dnf install python3-sphinx python3-sphinx_rtd_theme python3-sphinxcontrib-rsvgconverter
The HTML documentation can be built with this command:
make -C docs SPHINXBUILD=sphinx-build-3 html
Debian and Ubuntu (including Raspberry Pi and ODROID devices)¶
You’ll need a few prerequisites from your Linux distribution. Make sure you get SDL2 2.0.6 or later as earlier versions lack required functionality:
sudo apt-get install git build-essential python3 libsdl2-dev libsdl2-ttf-dev libfontconfig-dev libpulse-dev qtbase5-dev qtbase5-dev-tools qtchooser qt5-qmake
Compilation is exactly as described above in All Platforms. Note the Ubuntu Linux modifies GCC to enable the GNU C Library “fortify source” feature by default, which may cause issues compiling MAME (see Known Issues).
Arch Linux¶
You’ll need a few prerequisites from your distro:
sudo pacman -S base-devel git sdl2_ttf python libxinerama libpulse alsa-lib qt5-base
Compilation is exactly as described above in All Platforms.
Apple macOS¶
You’ll need a few prerequisites to get started. Make sure you’re on OS X 10.14 Mojave or later for Intel Macs or macOS 11.0 Big Sur for Apple Silicon. You will need SDL2 2.0.6 or later for Intel or SDL2 2.0.14 on Apple Silicon. You’ll also need to install Python 3 – it’s currently included with the Xcode command line tools, but you can also install a stand-alone version or get it via the Homebrew package manager.
- Install Xcode from the Mac App Store or ADC (AppleID required).
- To find the corresponding Xcode for your MacOS release please visit xcodereleases.com to find the latest version of Xcode available to you.
- Launch Xcode. It will download a few additional prerequisites. Let this run through before proceeding.
- Once that’s done, quit Xcode and open a Terminal window.
- Type xcode-select --install to install additional tools necessary for MAME (also available as a package on ADC).
Next you’ll need to get SDL2 installed.
- Go to this site and download the macOS .dmg file
- If the .dmg doesn’t open automatically, open it
- Click “Macintosh HD” (or whatever your Mac’s hard disk is named) in the left pane of a Finder window, then open the Library folder and drag the SDL2.framework folder from the SDL disk image into the Frameworks folder. You will have to authenticate with your user password.
If you don’t already have it, get Python 3 set up:
- Go to the official Python site, navigate to the releases for macOS, and click the link to download the installer for the latest stable release (this was Python 3.10.4 at the time of writing).
- Scroll down to the “Files” section, and download the macOS version (called “macOS 64-bit universal2 installer” or similar).
- Once the package downloads, open it and follow the standard installation process.
Finally to begin compiling, use Terminal to navigate to where you have the MAME source tree (cd command) and follow the normal compilation instructions from above in All Platforms.
Emscripten Javascript and HTML¶
First, download and install Emscripten 2.0.25 or later by following the instructions at the official site.
Once Emscripten has been installed, it should be possible to compile MAME out-of-the-box using Emscripten’s emmake tool. Because a full MAME compile is too large to load into a web browser at once, you will want to use the SOURCES parameter to compile only a subset of the project, e.g. (in the MAME directory):
emmake make SUBTARGET=pacmantest SOURCES=src/mame/pacman/pacman.cpp
The SOURCES parameter should have the path to at least one driver .cpp file. The make process will attempt to locate and include all dependencies necessary to produce a complete build including the specified driver(s). However, sometimes it is necessary to manually specify additional files (using commas) if this process misses something. e.g.
emmake make SUBTARGET=apple2e SOURCES=src/mame/apple/apple2e.cpp,src/devices/machine/applefdc.cpp
The value of the SUBTARGET parameter serves only to differentiate multiple builds and need not be set to any specific value.
Emscripten supports compiling to WebAssembly with a JavaScript loader instead of all-JavaScript, and in later versions this is actually the default. To force WebAssembly on or off, add WEBASSEMBLY=1 or WEBASSEMBLY=0 to the make command line, respectively.
Other make parameters can also be used, e.g. -j for multithreaded compilation as described earlier.
When the compilation reaches the emcc phase, you may see a number of "unresolved symbol" warnings. At the moment, this is expected for OpenGL-related functions such as glPointSize. Any others may indicate that an additional dependency file needs to be specified in the SOURCES list. Unfortunately this process is not automated and you will need to search the source tree to locate the files supplying the missing symbols. You may also be able to get away with ignoring the warnings if the code path referencing them is not used at run-time.
If all goes well, a .js file will be output to the current directory. This file cannot be run by itself, but requires an HTML loader to provide it with a canvas to draw to and to pass in command-line parameters. The Emularity project provides such a loader.
There are example .html files in that repository which can be edited to point to your newly compiled MAME .js file and pass in whatever parameters you desire. You will then need to place all of the following on a web server:
- The compiled MAME .js file
- The compiled MAME .wasm file if using WebAssembly
- The .js files from the Emularity package (loader.js, browserfs.js, etc.)
- A .zip file with the ROMs for the MAME driver you would like to run (if any)
- Any software files you would like to run with the MAME driver
- An Emularity loader .html modified to point to all of the above
You need to use a web server instead of opening the local files directly due to security restrictions in modern web browsers.
If the result fails to run, you can open the Web Console in your browser to see any error output which may have been produced (e.g. missing or incorrect ROM files). A “ReferenceError: foo is not defined” error most likely indicates that a needed source file was omitted from the SOURCES list.
Compiling the Documentation¶
Compiling the documentation will require you to install several packages depending on your operating system.
Compiling the Documentation on Microsoft Windows¶
On Windows, you’ll need a couple of packages from the MSYS2 environment. You can install these packages with
pacman -S mingw-w64-x86_64-librsvg mingw-w64-x86_64-python-sphinx mingw-w64-x86_64-python-sphinxcontrib-svg2pdfconverter
If you intend to make a PDF via LaTeX, you’ll need to install a LaTeX distribution such as TeX Live:
pacman -S mingw-w64-x86_64-texlive-fonts-recommended mingw-w64-x86_64-texlive-latex-extra
Compiling the Documentation on Debian and Ubuntu¶
On Debian/Ubuntu flavors of Linux, you’ll need python3-sphinx/python-sphinx and the python3-pip/python-pip packages:
sudo apt-get install python3-sphinx python3-pip
pip3 install sphinxcontrib-svg2pdfconverter
On Debian, you’ll need to install the librsvg2-bin package:
sudo apt-get install librsvg2-bin
If you intend to make a PDF via LaTeX, you’ll need to install a LaTeX distribution such as TeX Live:
sudo apt-get install librsvg2-bin latexmk texlive texlive-science texlive-formats-extra
From this point you can do make html
or make latexpdf
from the docs
folder to generate the output of your choice. Typing make
by itself will
tell you all available formats. The output will be in the docs/build folder in
a subfolder based on the type chosen (e.g. make html
will create
docs/build/html with the output.)
Useful Options¶
This section summarises some of the more useful options recognised by the main makefile. You use these options by appending them to the make command, setting them as environment variables, or adding them to your prefix makefile. Note that in order to apply many of these settings when rebuilding, you need to set REGENIE=1 the first time you build after changing the option(s). Also note that GENie does not automatically rebuild affected files when you change an option that affects compiler settings.
Overall build options¶
- PREFIX_MAKEFILE
- Name of a makefile to include for additional options if found (defaults to useroptions.mak). May be useful if you want to quickly switch between different build configurations.
- BUILDDIR
- Set to change the name of the subfolder used for project files, generated sources, object files, and intermediate libraries (defaults to build).
- REGENIE
- Set to 1 to force project files to be regenerated.
- VERBOSE
- Set to 1 to show full commands when using GNU make as the build tool. This option applies immediately without needing regenerate project files.
- IGNORE_GIT
- Set to 1 to skip the working tree scan and not attempt to embed a git revision description in the version string.
Tool locations¶
- OVERRIDE_CC
- Set the C/Objective-C compiler command. (This sets the target C compiler command when cross-compiling.)
- OVERRIDE_CXX
- Set the C++/Objective-C++ compiler command. (This sets the target C++ compiler command when cross-compiling.)
- OVERRIDE_LD
- Set the linker command. This is often not necessary or useful because the C or C++ compiler command is used to invoke the linker. (This sets the target linker command when cross-compiling.)
- PYTHON_EXECUTABLE
- Set the Python interpreter command. You need Python 3.2 or later to build MAME.
- CROSS_BUILD
- Set to 1 to use separate host and target compilers and linkers, as required for cross-compilation. In this case, OVERRIDE_CC, OVERRIDE_CXX and OVERRIDE_LD set the target C compiler, C++ compiler and linker commands, while CC, CXX and LD set the host C compiler, C++ compiler and linker commands.
Including subsets of supported systems¶
- SUBTARGET
- Set emulator subtarget to build. Some pre-defined subtargets are provided, using Lua scripts in scripts/target/mame and system driver filter files in src/mame. User-defined substargets can be created using the SOURCES or SOURCEFILTER option.
- SOURCES
- Specify system driver source files and/or folders to include. Usually used in conjunction with the SUBTARGET option. Separate multiple files/folders with commas.
- SOURCEFILTER
- Specify a system driver filter file. Usually used in conjunction with the SUBTARGET option. The filter file can specify source files to include system drivers from, and individual system drivers to include or exclude. There are some example system driver filter files in the src/mame folder.
Optional features¶
- TOOLS
- Set to 1 to build additional tools along with the emulator, including unidasm, chdman, romcmp, and srcclean.
- NO_OPENGL
- Set to 1 to disable building the OpenGL video output module.
- NO_USE_PORTAUDIO
- Set to 1 to disable building the PortAudio sound output module and the PortAudio library.
- NO_USE_PULSEAUDIO
- Set to 1 to disable building the PulseAudio sound output module on Linux.
- USE_TAPTUN
- Set to 1 to include the tap/tun network module, or set to 0 to disable building the tap/tun network module. The tap/tun network module is included by default on Windows and Linux.
- USE_PCAP
- Set to 1 to include the pcap network module, or set to 0 to disable building the pcap network module. The pcap network module is included by default on macOS and NetBSD.
- USE_QTDEBUG
- Set to 1 to include the Qt debugger on platforms where it’s not built by default (e.g. Windows or macOS), or to 0 to disable it. You’ll need to install Qt development libraries and tools to build the Qt debugger. The process depends on the platform.
Compilation options¶
- NOWERROR
- Set to 1 to disable treating compiler warnings as errors. This may be needed in marginally supported configurations.
- DEPRECATED
- Set to 0 to disable deprecation warnings (note that deprecation warnings are not treated as errors).
- DEBUG
- Set to 1 to enable runtime assertion checks and additional diagnostics. Note that this has a performance cost, and is most useful for developers.
- OPTIMIZE
- Set optimisation level. The default is 3 to favour performance at the expense of larger executable size. Set to 0 to disable optimisation (can make debugging easier), 1 for basic optimisation that doesn’t have a space/speed trade-off and doesn’t have a large impact on compile time, 2 to enable most optimisation that improves performance and reduces size, or s to enable only optimisations that generally don’t increase executable size. The exact set of supported values depends on your compiler.
- SYMBOLS
- Set to 1 to include additional debugging symbols over the default for the target platform (many target platforms include function name symbols by default).
- SYMLEVEL
- Numeric value that controls the level of detail in debugging symbols. Higher numbers make debugging easier at the cost of increased build time and executable size. The supported values depend on your compiler. For GCC and similar compilers, 1 includes line number tables and external variables, 2 also includes local variables, and 3 also includes macro definitions.
- ARCHOPTS
- Additional command-line options to pass to the compiler and linker. This is useful for supplying code generation or ABI options, for example to enable support for optional CPU features.
- ARCHOPTS_C
- Additional command-line options to pass to the compiler when compiling C source files.
- ARCHOPTS_CXX
- Additional command-line options to pass to the compiler when compiling C++ source files.
- ARCHOPTS_OBJC
- Additional command-line options to pass to the compiler when compiling Objective-C source files.
- ARCHOPTS_OBJCXX
- Additional command-line options to pass to the compiler when compiling Objective-C++ source files.
Library/framework locations¶
- SDL_INSTALL_ROOT
- SDL installation root directory for shared library style SDL.
- SDL_FRAMEWORK_PATH
- Search path for SDL framework.
- USE_LIBSDL
- Set to 1 to use shared library style SDL on targets where framework is default.
- USE_SYSTEM_LIB_ASIO
- Set to 1 to prefer the system installation of the Asio C++ asynchronous I/O library over the version provided with the MAME source.
- USE_SYSTEM_LIB_EXPAT
- Set to 1 to prefer the system installation of the Expat XML parser library over the version provided with the MAME source.
- USE_SYSTEM_LIB_ZLIB
- Set to 1 to prefer the system installation of the zlib data compression library over the version provided with the MAME source.
- USE_SYSTEM_LIB_JPEG
- Set to 1 to prefer the system installation of the libjpeg image compression library over the version provided with the MAME source.
- USE_SYSTEM_LIB_FLAC
- Set to 1 to prefer the system installation of the libFLAC audio compression library over the version provided with the MAME source.
- USE_SYSTEM_LIB_LUA
- Set to 1 to prefer the system installation of the embedded Lua interpreter over the version provided with the MAME source.
- USE_SYSTEM_LIB_SQLITE3
- Set to 1 to prefer the system installation of the SQLITE embedded database engine over the version provided with the MAME source.
- USE_SYSTEM_LIB_PORTMIDI
- Set to 1 to prefer the system installation of the PortMidi library over the version provided with the MAME source.
- USE_SYSTEM_LIB_PORTAUDIO
- Set to 1 to prefer the system installation of the PortAudio library over the version provided with the MAME source.
- USE_BUNDLED_LIB_SDL2
- Set to 1 to prefer the version of SDL provided with the MAME source over the system installation. (This is enabled by default for Visual Studio and Android builds. For other configurations, the system installation of SDL is preferred.)
- USE_SYSTEM_LIB_UTF8PROC
- Set to 1 to prefer the system installation of the Julia utf8proc library over the version provided with the MAME source.
- USE_SYSTEM_LIB_GLM
- Set to 1 to prefer the system installation of the GLM OpenGL Mathematics library over the version provided with the MAME source.
- USE_SYSTEM_LIB_RAPIDJSON
- Set to 1 to prefer the system installation of the Tencent RapidJSON library over the version provided with the MAME source.
- USE_SYSTEM_LIB_PUGIXML
- Set to 1 to prefer the system installation of the pugixml library over the version provided with the MAME source.
Known Issues¶
Issues with specific compiler versions¶
- GCC 7 for 32-bit x86 targets produces spurious out-of-bounds access warnings. Adding NOWERROR=1 to your build options works around this by not treating warnings as errors.
GNU C Library fortify source feature¶
The GNU C Library has options to perform additional compile- and run-time
checks on string operations, enabled by defining the _FORTIFY_SOURCE
preprocessor macro. This is intended to improve security at the cost of a
small amount of overhead. MAME is not secure software, and we do not
support building with _FORTIFY_SOURCE
defined.
Some Linux distributions (including Gentoo and Ubuntu) have patched GCC to
define _FORTIFY_SOURCE
to 1
as a built-in macro. This is problematic
for more projects than just MAME, as it makes it hard to disable the additional
checks (e.g. if you don’t want the performance impact of the run-time checks),
and it also makes it hard to define _FORTIFY_SOURCE
to 2
if you want to
enable stricter checks. You should really take it up with the distribution
maintainers, and make it clear you don’t want non-standard GCC behaviour. It
would be better if these distributions defined this macro by default in their
packaging environments if they think it’s important, rather than trying to force
it on everything compiled on their distributions. (This is what Red Hat does:
the _FORTIFY_SOURCE
macro is set in the RPM build environment, and not by
distributing a modified version of GCC.)
If you get compilation errors in bits/string_fortified.h
you should first
ensure that the _FORTIY_SOURCE
macro is defined via the environment (e.g.
a CFLAGS or CXXFLAGS environment variable). You can check to see
whether the _FORTIFY_SOURCE
macro is a built-in macro with your version of
GCC with a command like this:
gcc -dM -E - < /dev/null | grep _FORTIFY_SOURCE
If _FORTIFY_SOURCE
is defined to a non-zero value by default, you can work
around it by adding -U_FORTIFY_SOURCE to the compiler flags (e.g. by using
the ARCHOPTS setting, or setting the CFLAGS and CXXFLAGS environment
variables.
Issues affecting Microsoft Visual Studio¶
Microsoft introduced a new version of XAudio2 with Windows 8 that’s incompatible with the version included with DirectX for prior Windows versions at the API level. Newer versions of the Microsoft Windows SDK include headers and libraries for the new version of XAudio2. By default, the target Windows version is set to Windows Vista (6.0) when compiling MAME, which prevents the use of this version of the XAudio2 headers and libraries. To build MAME with XAudio2 support using the Microsoft Windows SDK, you must do one of the following:
- Add
MODERN_WIN_API=1
to the options passed to make when generating the Visual Studio project files. This will set the target Windows version to Windows 8 (6.2). The resulting binaries may not run on earlier versions of Windows. - Install the DirectX SDL and configure the osd_windows project to search the DirectX header/library paths before searching the Microsoft Windows SDK paths.
The MSVC compiler produces spurious warnings about potentially uninitialised
local variables. You currently need to add NOWERROR=1
to the options passed
to make when generating the Visual Studio project files. This stops warnings
from being treated as errors. (MSVC seems to lack options to control which
specific warnings are treated as error, which other compilers support.)
There is an as-yet unresolved issue with duplicate COM GUIDS being defined in
the PortAudio library when the target Windows version is set to Windows Vista
(6.0) or later. To work around this, add NO_USE_PORTAUDIO=1
to the options
passed to make when generating the Visual Studio project files. MAME will be
built without support for sound output via PortAudio.
Unusual Build Configurations¶
Linking using the LLVM linker¶
The LLVM linker is generally faster than the GNU linker that GCC uses by
default. This is more pronounced on systems with a high overhead for file
system operations (e.g. Microsoft Windows, or when compiling on a disk mounted
over a network). To use the LLVM linker with GCC, ensure the LLVM linker is
installed and add -fuse-ld=lld
to the linker options (e.g. in the
LDFLAGS environment variable or in the ARCHOPTS setting).
Cross-compiling MAME¶
MAME’s build system has basic support for cross-compilation. Set CROSS_BUILD=1 to enable separate host and target compilers, set OVERRIDE_CC and OVERRIDE_CXX to the target C/C++ compiler commands, and if necessary set CC and CXX to the host C/C++ compiler commands. If the target OS is different to the host OS, set it with TARGETOS. For example it may be possible to build a MinGW32 x64 build on a Linux host using a command like this:
make TARGETOS=windows PTR64=1 OVERRIDE_CC=x86_64-w64-mingw32-gcc OVERRIDE_CXX=x86_64-w64-mingw32-g++ OVERRIDE_LD=x86_64-w64-mingw32-ld MINGW64=/usr**
(The additional packages required for producing a standard MinGW32 x64 build on
a Fedora Linux host are mingw64-gcc-c++
, mingw64-winpthreads-static
and
their dependencies. Non-standard builds may require additional packages.)
Using libc++ on Linux¶
MAME may be built using the LLVM project’s “libc++” C++ Standard Library. The prerequisites are a working clang/LLVM installation, and the libc++ development libraries. On Fedora Linux, the necessary packages are libcxx, libcxx-devel, libcxxabi and libcxxabi-devel. Set the C and C++ compiler commands to use clang, and add -stdlib=libc++ to the C++ compiler and linker options. You could use a command like this:
env LDFLAGS=-stdlib=libc++ make OVERRIDE_CC=clang OVERRIDE_CXX=clang++ ARCHOPTS_CXX=-stdlib=libc++ ARCHOPTS_OBJCXX=-stdlib=libc++
The options following the make command may be placed in a prefix makefile if you want to use this configuration regularly, but LDFLAGS needs to be be set in the environment.
Using a GCC/GNU libstdc++ installation in a non-standard location on Linux¶
GCC may be built and installed to a custom location, typically by supplying the --prefix= option to the configure command. This may be useful if you want to build MAME on a Linux distribution that still uses a version of GNU libstdC++ that predates C++17 support. To use an alternate GCC installation to, build MAME, set the C and C++ compilers to the full paths to the gcc and g++ commands, and add the library path to the run-time search path. If you installed GCC in /opt/local/gcc72, you might use a command like this:
make OVERRIDE_CC=/opt/local/gcc72/bin/gcc OVERRIDE_CXX=/opt/local/gcc72/bin/g++ ARCHOPTS=-Wl,-R,/opt/local/gcc72/lib64
You can add these options to a prefix makefile if you plan to use this configuration regularly.
Configuring MAME¶
Getting Started: A Quick Preface¶
Once you have MAME installed, the next step is to configure it. There are several ways to do this, and each will be covered in turn.
If you are on Windows, the MAME executable will be called mame.exe
.
If you are on Linux or MacOS, the MAME executable will be called mame
.
Initial Setup: Creating mame.ini From Command Line on Windows¶
First, you will need to cd to the directory where you installed MAME into.
If, for instance, you have MAME installed in C:\Users\Public\MAME
you will
need to type cd C:\Users\Public\MAME
into the command prompt.
Then you have MAME create the config file by typing mame
-createconfig
. MAME will then create the mame.ini
file in the
MAME installation folder. This file contains the default
configuration settings for a new MAME installation.
Initial Setup: Creating mame.ini From Command Line on Linux or MacOS¶
The steps for Linux and MacOS are similar to those of Windows. If you
installed MAME using the package manager that came from a Linux distro, you will
type mame -createconfig
into your terminal of choice.
If you have compiled from source or downloaded a binary package of MAME,
you will cd
into the directory you put the MAME files into.
For instance, cd /home/myusername/mame
Then you will type ./mame -createconfig
into
your terminal of choice.
You can then need to edit the mame.ini
file in your favorite text editor,
e.g. Notepad on Windows or vi on Linux/MacOS, or you can change settings
from inside of MAME.
Initial Setup: Graphical Setup¶
This is the easiest way to get started. Start MAME by opening the MAME
icon in the location where you installed it. This will be mame.exe
on Windows, mame
on Linux and macOS.
Once MAME has started, you can either use your mouse to click on the Configure Options menu selection at the bottom center of your screen, or you can switch panes to the bottom one (default key is Tab), then press the menu accept button (default key is Return/Enter) to go into the Configuration menu.
Choose Save Configuration to create the mame.ini
file with default
settings. From here, you can either continue to configure things from the
graphical user interface or edit the mame.ini
file in your favorite
text editor.
Basic MAME Usage and Configuration¶
This section describes general usage information about MAME. It is intended to cover aspects of using and configuring MAME that are common across all operating systems. For additional OS-specific options, please see the separate documentation for your platform of choice.
Using MAME¶
If you want to dive right in and skip the command line, there's a nice graphical way to use MAME without the need to download and set up a front end. Simply start MAME with no parameters, by doubleclicking the mame.exe file or running it directly from the command line. If you're looking to harness the full power of MAME, keep reading further.
On macOS and *nix-based platforms, please be sure to set your font up to match your locale before starting, otherwise you may not be able to read the text due to missing glyphs.
If you are a new MAME user, you could find this emulator a bit complex at first. Let's take a moment to talk about software lists, as they can simplify matters quite a bit. If the content you are trying to play is a documented entry on one of the MAME sotware lists, starting the content is as easy as
mame.exe <system> <software>
For instance:
mame.exe nes metroidu
will load the USA version of Metroid for the Nintendo Entertainment System.
Alternatively, you could start MAME with
mame.exe nes
and choose the software list from the cartridge slot. From there, you could pick any software list-compatible software you have in your roms folders. Please note that many older dumps of cartridges and discs may either be bad or require renaming to match up to the software list in order to work in this way.
If you are loading an arcade board or other non-software list content, things are only a little more complicated:
The basic usage, from command line, is
mame.exe <system> <media> <software> <options>
where
- <system> is the short name of the system you want to emulate (e.g. nes, c64, etc.)
- <media> is the switch for the media you want to load (if it's a cartridge, try -cart or -cart1; if it's a floppy disk, try -flop or -flop1; if it's a CD-ROM, try -cdrom)
- <software> is the program / game you want to load (and it can be given either as the fullpath to the file to load, or as the shortname of the file in our software lists)
- <options> is any additional command line option for controllers, video, sound, etc.
Remember that if you type a <system> name which does not correspond to any emulated system, MAME will suggest some possible choices which are close to what you typed; and if you don't know which <media> switch are available, you can always launch
mame.exe <system> -listmedia
If you don't know what <options> are available, there are a few things you can do. First of all, you can check the command line options section of this manual. You can also try one of the many Front-ends available for MAME.
Alternatively, you should keep in mind the following command line options, which might be very useful on occasion:
mame.exe -help
gives a basic summary of command line options for MAME, as explained above.
mame.exe -showusage
gives you the (quite long) list of available command line options for MAME. The main options are described, in the Universal Commandline Options section of this manual.
mame.exe -showconfig
gives you a (quite long) list of available configuration options for MAME. These optons can always be modified at command line, or by editing them in mame.ini which is the main configuration file for MAME. You can find a description of some configuration options in the Universal Commandline Options section of the manual (in most cases, each configuration option has a corresponding command line option to configure and modify it).
mame.exe -createconfig
creates a brand new mame.ini file, with default configuration settings. Notice that mame.ini is basically a plain text file, so you can open it with any text editor (e.g. Notepad, Emacs or TextEdit) and configure every option you need. However, no particular tweaks are needed to start, so you can leave most of the options unaltered.
If you execute mame -createconfig when you already have an existing mame.ini from a previous MAME version, MAME automatically updates the pre-existing mame.ini by copying changed options into it.
Once you are more confident with MAME options, you may want to adjust the configuration of your setup a bit more. In this case, keep in mind the order in which options are read; see Order of Config Loading for details.
MAME’s User Interface¶
Introduction¶
MAME provides a simple user interface for selecting the system and software to run and changing settings while running an emulated system. MAME’s user interface is designed to be usable with a keyboard, game controller, or pointing device, but will require a keyboard for initial configuration.
The default settings for the most important controls to know when running an emulated system, and the settings they correspond to in case you want to change them, are as follows:
- Scroll Lock, or Forward Delete on macOS (UI Toggle)
- For emulated systems with keyboard inputs, enable or disable UI controls. (MAME starts with UI controls disabled for systems with keyboard inputs unless the ui_active option is on.)
- Tab (Config Menu)
- Show or hide the menu during emulation.
- Escape (UI Cancel)
- Return to the system selection menu, or exit if MAME was started with a system specified (from the command line or using an external front-end).
Configuring inputs¶
MAME needs a flexible input system to support the control schemes of the vast array of systems it emulates. In MAME, inputs that only have two distinct states, on and off or active and inactive, are called digital inputs, and all other inputs are called analog inputs, even if this is not strictly true (for example multi-position switches are called analog inputs in MAME).
To assign MAME’s user interface controls or the default inputs for all systems, select Input Settings from the main menu during emulation and then select Input Assignments (general) from the Input Settings menu, or select General Settings from the system selection menu and then select Input Assignments from the General Settings menu. From there, select a category.
To assign inputs for the currently running system, select Input Settings from the main menu during emulation and then select Input Assignments (this system) from the Input Settings menu. Inputs are grouped by device and sorted by type. You can move between devices with the next group and previous group keys/buttons (opening/closing brackets [ and ] on the keyboard by default).
The input assignment menus show the name of the emulated input or user interface control on the left, and the controls (or combination of controls) assigned to it on the right.
To adjust the sensitivity, auto-centre speed and inversion settings, or to see how emulated analog controls react to your inputs, select Input Settings from the main menu during emulation, and then select Analog Input Adjustments from the Input Settings Menu (this item only appears on the Input Settings menu for systems with analog controls).
Digital input settings¶
Each emulated digital input has a single assignment setting. For flexibility, MAME can combine controls (keys, buttons and joystick axes) using logical and, not and or operations. This is best illustrated with some examples:
- Kbd 1
- In this simple case, pressing the 1 key on the keyboard activates the emulated input or user interface control.
- Kbd Down or Joy 1 Down
- Pressing the down arrow on the keyboard or moving the first joystick down activates the emulated input or user interface control.
- Kbd P not Kbd Shift not Kbd Right Shift
- Pressing the P key on the keyboard while not pressing either Shift key activates the emulated input or user interface control. MAME does not show the implicit and operations.
- Kbd P Kbd Shift or Kbd P Kbd Right Shift
- Pressing the P key while also pressing either of the Shift keys activates the emulated input or user interface control. Once again, the implicit and operations are not shown.
(In technical terms, MAME uses Boolean sum of products logic to combine inputs.)
When a digital input setting is highlighted, the prompt below the menu shows whether selecting it will replace the current assignment or append an or operation to it. Press UI Left/Right before selecting the setting to switch between replacing the assignment or appending an or operation to it. Press UI Clear (Delete or Forward Delete by default) to clear the highlighted setting, or restore the default assignment if it is currently cleared.
When you select a digital input setting, MAME will wait for you to enter an input or a combination of inputs for a logical and operation:
- Press a key or button or move an analog control once to add it to the and operation.
- Press a key or button or move an analog control twice to add a not item to the and operation. Pressing the same key or button or moving the same analog control additional times toggles the not on and off.
- Pressing UI Cancel (Escape by default) before activating any other controls clears the setting or restores the default assignment.
- Press UI Cancel after activating another control to leave the setting unchanged.
- The new setting is shown below the menu. Wait one second after activating an input to accept the new setting.
Here’s how to produce some example settings:
- Kbd 1
- Press the 1 key on the keyboard once, then wait one second to accept the setting.
- Kbd F12 Kbd Shift Keyboard Alt
- Press the F12 key on the keyboard once, press the left Shift key once, press the left Alt key once, then wait one second to accept the setting.
- Kbd P not Kbd Shift not Kbd Right Shift
- Press the P key on the keyboard once, press the left Shift key twice, press the right Shift key twice, then wait one second to accept the setting.
Analog input settings¶
Each emulated analog input has three assignment settings:
- Use the axis setting to assign an analog axis to control the emulated analog input. The axis setting uses the name of the input with the suffix “Analog”. For example the axis setting for the steering wheel in Ridge Racer is called Steering Wheel Analog.
- Use the increment setting assign a control (or combination of controls) to increase the value of the emulated analog input. The increment setting uses the name of the input with the suffix “Analog Inc”. For example the increment setting for the steering wheel in Ridge Racer is called Steering Wheel Analog Inc. This is a digital input setting – if an analog axis is assigned to it, MAME will not increase the emulated input value at a proportional speed.
- Use the decrement setting assign a control (or combination of controls) to decrease the value of the emulated analog input. The decrement setting uses the name of the input with the suffix “Analog Dec”. For example the decrement setting for the steering wheel in Ridge Racer is called Steering Wheel Analog Dec. This is a digital input setting – if an analog axis is assigned to it, MAME will not decrease the emulated input value at a proportional speed.
The increment and decrement settings are most useful for controlling an emulated analog input using digital controls (for example keyboard keys, joystick buttons, or a directional pad). They are configured in the same way as emulated digital inputs (see above). It’s important that you don’t assign the same control to the axis setting as well as the increment and/or decrement settings for the same emulated input at the same time. For example if you assign Ridge Racer’s Steering Wheel Analog setting to the X axis of the left analog stick on your controller, you should not assign either the Steering Wheel Analog Inc or Steering Wheel Analog Dec setting to the X axis of the same analog stick.
You can assign one or more analog axes to the axis setting for an emulated analog input. When multiple axes are assigned to an axis setting, they will be added together, but absolute position controls will override relative position controls. For example suppose for Arkanoid you assign the Dial Analog axis setting to Mouse X or Joy 1 LSX or Joy 1 RSX on a mouse and Xbox-style controller. You will be able to control the paddle with the mouse or either analog stick, but the mouse will only take effect if both analog sticks are in the neutral position (centred) on the X axis. If either analog stick is not centred on the X axis, the mouse will have no effect, because a mouse is a relative position control while joysticks are absolute position controls.
For absolute position controls like joysticks and pedals, MAME allows you to assign either the full range of an axis or the range on one side of the neutral position (a half axis) to an axis setting. Assigning a half axis is usually used for pedals or other absolute inputs where the neutral position is at one end of the input range. For example suppose for Ridge Racer you assign the Brake Pedal Analog setting to the portion of a vertical joystick axis below the neutral position. If the joystick is at or above the neutral position vertically, the brake pedal will be released; if the joystick is below the neutral position vertically, the brake pedal will be applied proportionally. Half axes are displayed as the name of the axis followed by a plus or minus sign (+ or -). Plus refers to the portion of the axis below or to the right of the neutral position; minus refers to the portion of the axis above or to the left of the neutral position. For pedal or analog trigger controls, the active range is treated as being above the neutral position (the half axis indicated by a minus sign).
When keys or buttons are assigned to an axis setting, they conditionally enable analog controls assigned to the setting. This can be used in conjunction with an absolute position control to create a “sticky” control.
Here are some examples of some possible axis setting assignments, assuming an Xbox-style controller and a mouse are used:
- Joy 1 RSY
- Use vertical movement of the right analog stick to control the emulated input.
- Mouse X or Joy 1 LT or Joy 1 RT Reverse
- Use horizontal mouse movement, or the left and right triggers to control the emulated input. The right trigger is reversed so it acts in the opposite direction to the left trigger.
- Joy 1 LB Joy 1 LSX
- Use horizontal movement of the left analog stick to control the emulated input, but only while holding the left shoulder button. If the left shoulder button is released while the left analog stick is not centred horizontally, the emulated input will hold its value until the left shoulder button is pressed again (a “sticky” control).
- not Joy 1 RB Joy 1 RSX or Joy 1 RB Joy 1 RSX Reverse
- Use horizontal movement of the right analog stick to control the emulated input, but invert the control if the right shoulder button is held.
When you select an axis setting, MAME will wait for you to enter an input:
- Move an analog control to assign it to the axis setting.
- Press a key or button (or a combination of keys or buttons) before moving an analog control to conditionally enable the analog control.
- When appending to a setting, if the last assigned control is an absolute position control, move the same control again to cycle between the full range of the axis, the portion of the axis on either side of the neutral position, and the full range of the axis reversed.
- When appending to a setting, if the last assigned control is a relative position control, move the same control again to toggle reversing the direction of the control on or off.
- When appending to a setting, move an analog control other than the last assigned control or press a key or button to add an or operation.
- Pressing UI Cancel (Escape by default) before activating any other controls clears the setting or restores the default assignment.
- Pressing UI Cancel after activating another control leaves the setting unchanged.
- The new setting is shown below the menu. Wait one second after moving an analog control to accept the new setting.
To adjust sensitivity, auto-centring speed and inversion settings for emulated analog inputs, or to see how they respond to controls with your settings, select Input Settings from the main menu during emulation, and then select Analog Input Adjustments from the Input Settings Menu. Settings for emulated analog inputs are grouped by device and sorted by type. You can move between devices with the next group and previous group keys/buttons (opening/closing brackets [ and ] on the keyboard by default). The state of the emulated analog inputs is shown below the menu, and reacts in real time. Press the On Screen Display key or button (the backtick/tilde key by default on a US ANSI QWERTY keyboard) to hide the menu to make it easier to test without changing settings. Press the same key or button to show the menu again.
Each emulated input has four settings on the Analog Controls menu:
- The increment/decrement speed setting controls how fast the input value increases or decreases in response to the controls assigned to the increment/decrement settings.
- The auto-centering speed setting controls how fast the input value returns to the neutral state when the controls assigned to the increment/decrement settings are released. Setting it to zero (0) will result in the value not automatically returning to the neutral position.
- The reverse setting allows the direction of the emulated input’s response to controls to be inverted. This applies to controls assigned to the axis setting and the increment/decrement settings.
- The sensitivity setting adjusts the input value’s response to the control assigned to the axis setting.
Use the UI left/right keys or buttons to adjust the highlighted setting. Selecting a setting or pressing the UI clear key/button (Forward Delete by default) restores its default value.
The units for the increment/decrement speed, auto-centering speed and sensitivity settings are tied to the driver/device implementation. The increment/decrement speed and auto-centering speed settings are also tied to the frame rate of the first emulated screen in the system. The response to controls assigned to the increment/decrement settings will change if the system changes the frame rate of this screen.
Default Keyboard Controls¶
Controls Foreword¶
MAME supports a vast array of different types of machines, with a significantly different array of inputs across them. This means that some keyboard keys, mouse buttons, and joystick buttons will be used for multiple functions. As a result, the control charts below are separated by machine-types to make it easier to find what you’re looking for.
All of the controls below are fully configurable in the user interface. These charts show the default configuration.
Note that the defaults shown here are arranged by US ANSI key positioning. If you are using a different layout, the keys will vary.
MAME User Interface Controls¶
The controls here cover MAME functions such as MAME’s menus, machine pause, and saving/loading save states.
- Tab
- Toggles the configuration menu.
- `/~ (backtick/tilde key)
Toggles the On-Screen Display.
If you are running with -debug, this key sends a ‘break’ in emulation.
When a slider control is visible, you can use the following keys to control it:
- Up - select previous parameter to modify.
- Down - select next parameter to modify.
- Left - decrease the value of the selected parameter.
- Right - increase the value of the selected parameter.
- Enter - reset parameter value to its default.
- Control+Left - decrease the value by 10x.
- Shift+Left - decrease the value by 0.1x.
- Alt+Left - decrease the value by the smallest amount.
- Control+Right - increase the value by 10x.
- Shift+Right - increase the value by 0.1x.
- Alt+Right - increase the value by the smallest amount.
- End - temporarily hide the On Screen Display.
- Home - bring the On Screen Display back after hiding it.
- Up Arrow
- Highlight previous UI menu option.
- Down Arrow
- Highlight next UI menu option.
- Left Arrow
- Change current UI option setting when an arrow is present on it.
- Right Arrow
- Change current UI option setting when an arrow is present on it.
- Home/End
- Highlight first or last UI menu option.
- [ ]
- Move to previous or next group in UI menus that support it (e.g. move to the inputs for the previous or next device in the Input Assignments (this System) menu).
- Enter/Joystick 1 Button 1
- Select currently highlighted UI menu option.
- Space
- Show comment on currently highlighted UI menu option.
- Delete
- Clear/reset to default when highlighting an entry on the input configuration, cheat options, and plugin options pages.
- P
- Pauses the emulated machine.
- Left Shift+P
- While paused, advances to next frame. If rewind is enabled, a new rewind save state is also captured.
- Left Shift+~
- While paused, loads the most recent rewind save state.
- F1
- Power the machine on for machines that have specific power button behavior.
- F2
- Power the machine off for machines that have specific power button behavior.
- F3
- Soft resets the machine.
- Left Shift+F3
- Performs a “hard reset”, which tears everything down and re-creates it from scratch. This is a more thorough and complete reset than the reset you get from hitting F3.
- F4
Shows the game palette, decoded graphics tiles/characters and any tilemaps.
Use the Enter key to switch between the three modes (palette, graphics, and tilemaps).
Press F4 again to turn off the display. The key controls in each mode vary slightly:
Palette/colortable mode:
- [ ] - switch between palette devices.
- Up/Down - scroll up/down one line at a time.
- Page Up/Page Down - scroll up/down one page at a time.
- Home/End - move to top/bottom of list.
- -/+ - increase/decrease the number of colors per row.
- 0 - restore the default number of colors per row.
- Enter - switch to graphics viewer.
Graphics mode:
- [ ] - switch between different graphics sets.
- Up/Down - scroll up/down one line at a time.
- Page Up/Page Down - scroll up/down one page at a time.
- Home/End - move to top/bottom of list.
- Left/Right - change color displayed.
- R - rotate tiles 90 degrees clockwise.
- -/+ - increase/decrease the number of tiles per row (hold Shift to restrict to integer scale factors).
- 0 - restore the default number of tiles per row (hold Shift to restrict to integer scale factors).
- Enter - switch to tilemap viewer.
Tilemap mode:
- [ ] - switch between different tilemaps.
- Up/Down/Left/Right - scroll 8 pixels at a time.
- Shift+Up/Down/Left/Right - scroll 1 pixel at a time.
- Control+Up/Down/Left/Right - scroll 64 pixels at a time.
- R - rotate tilemap view 90 degrees clockwise.
- -/+ - decrease/increase the zoom factor.
- 0 - expand small tilemaps to fill the display.
- Enter - switch to palette/colortable mode.
Note: Not all systems have decoded graphics and/or tilemaps.
- Left Ctrl+F5
- Toggle Filter. (SDL MAME only)
- Left Alt+Left Ctrl+F5
- Toggle HLSL Post-Processing. (Windows non-SDL MAME only)
- F6
- Toggle cheat mode. (if started with “-cheat”)
- Left Ctrl+F6
- Decrease Prescaling.
- Left Ctrl+F7
- Increase Prescaling.
- F7
Load a save state. You will be prompted to press a key or select from the menu to determine which save state you wish to load.
Note that the save state feature is not supported for a large number of drivers. If a given driver is not known to work perfectly, you will receive a warning that the save state may not be valid when attempting to save or load.
- Left Shift+F7
- Create a save state. Requires an additional keypress to identify the state, similar to the load option above. If an existing save state is present, it will also appear in the selection menu to allow overwriting of that save state.
- F8
- Decrease frame skipping on the fly.
- F9
- Increase frame skipping on the fly.
- F10
- Toggle speed throttling.
- F11
- Toggles speed display.
- Left Shift+F11
- Toggles internal profiler display (if compiled in).
- Left Alt+F11
- Record HLSL Rendered Video.
- F12
- Saves a screen snapshot.
- Left Shift+F12
- Begin recording MNG video.
- Left Control+Left Shift+F12
- Begin recording AVI video.
- Left Alt+F12
- Take HLSL Rendered Snapshot.
- Insert
- Fast forward. While held, runs game with throttling disabled and with the maximum frameskip. (Windows non-SDL MAME only)
- Page Down
- Fast forward. While held, runs game with throttling disabled and with the maximum frameskip. (SDL MAME only)
- Left Alt+Enter
- Toggles between full-screen and windowed mode.
- Scroll Lock/Forward Delete (Mac Desktop)/fn-Delete (Mac Laptop)
Default mapping for the uimodekey.
This key toggles MAME’s response to user interface keys such as the (by default) Tab key being used for menus. All emulated machines which require emulated keyboards will start with UI controls disabled by default and you can only access the internal UI by first hitting this uimodekey key. You can change the initial status of the emulated keyboard as presented upon start by using -uimodekey
- Escape
- Exit emulator, return to the previous menu, or cancel the current UI option.
Default Arcade Machine Controls¶
This section covers controls that are applicable to most kinds of arcade machines. Note that not all machines will have all of these controls. All the controls below are fully configurable in the user interface. This list shows the standard keyboard configuration.
- 5 (not numeric keypad)
- Coin slot 1
- 6 (not numeric keypad)
- Coin slot 2
- 7 (not numeric keypad)
- Coin slot 3
- 8 (not numeric keypad)
- Coin slot 4
- Backspace
- Bill 1 (For machines that have a bill receptor/note reader)
- T
Tilt
Usually a tilt switch or shock sensor that will end the current game, reset credits and/or reset the machine if the machine is knocked excessively hard or moved. Most commonly found on pinball machines.
- - (not numeric keypad)
Volume Down
For machines that have an electronic volume control.
- = (not numeric keypad)
Volume Up
For machines that have an electronic volume control.
- F1
Memory Reset
This resets high scores, credits/winnings, statistics, and/or operator settings on machines that support it.
- F2
Service Mode
This is a momentary push-button on some machines, while it is a toggle switch or DIP switch on others.
- 9 (not numeric keypad)
Service 1
Service buttons are typically used to give free credits or to navigate the operator service menus.
- 0 (not numeric keypad)
- Service 2
- - (not numeric keypad)
- Service 3
- = (not numeric keypad)
- Service 4
Default Arcade Game Controls¶
This section covers controls for arcade games using common joystick/button control schemes. All the controls below are fully configurable in the user interface. This list shows the standard keyboard configuration.
- 5 (not numeric keypad)
- Coin slot 1
- 6 (not numeric keypad)
- Coin slot 2
- 7 (not numeric keypad)
- Coin slot 3
- 8 (not numeric keypad)
- Coin slot 4
- 1 (not numeric keypad)
- Player 1 start or 1 player mode
- 2 (not numeric keypad)
- Player 2 start or 2 players mode
- 3 (not numeric keypad)
- Player 3 start or 3 players mode
- 4 (not numeric keypad)
- Player 4 start or 4 players mode
Player 1 Controls¶
- Up Arrow
- Player 1 Up
- Down Arrow
- Player 1 Down
- Left Arrow
- Player 1 Left
- Right Arrow
- Player 1 Right
- E
- Player 1 Up on Left Stick for dual-stick machines (e.g. Robotron)
- D
- Player 1 Down on Left Stick for dual-stick machines (e.g. Robotron)
- S
- Player 1 Left on Left Stick for dual-stick machines (e.g. Robotron)
- F
- Player 1 Right on Left Stick for dual-stick machines (e.g. Robotron)
- I
- Player 1 Up on Right Stick for dual-stick machines (e.g. Robotron)
- K
- Player 1 Down on Right Stick for dual-stick machines (e.g. Robotron)
- J
- Player 1 Left on Right Stick for dual-stick machines (e.g. Robotron)
- L
- Player 1 Right on Right Stick for dual-stick machines (e.g. Robotron)
- Left Ctrl/Mouse B0/Gun 1 Button 0
- Player 1 Button 1
- Left Alt/Mouse B2/Gun 1 Button 1
- Player 1 Button 2
- Spacebar/Mouse B1/Joystick 1 Button 1 or B
- Player 1 Button 3
- Left Shift
- Player 1 Button 4
- Z
- Player 1 Button 5
- X
- Player 1 Button 6
- C
- Player 1 Button 7
- V
- Player 1 Button 8
- B
- Player 1 Button 9
- N
- Player 1 Button 10
- M
- Player 1 Button 11
- ,
- Player 1 Button 12
- .
- Player 1 Button 13
- /
- Player 1 Button 14
- Right Shift
- Player 1 Button 15
Player 2 Controls¶
- R
- Player 2 Up
- F
- Player 2 Down
- D
- Player 2 Left
- G
- Player 2 Right
- A
- Player 2 Button 1
- S
- Player 2 Button 2
- Q
- Player 2 Button 3
- W
- Player 2 Button 4
- E
- Player 2 Button 5
Player 3 Controls¶
- I
- Player 3 Up
- K
- Player 3 Down
- J
- Player 3 Left
- L
- Player 3 Right
- Right Control
- Player 3 Button 1
- Right Shift
- Player 3 Button 2
- Enter (not numeric keypad)
- Player 3 Button 3
Player 4 Controls¶
- 8 (on numeric keypad)
- Player 4 Up
- 2 (on numeric keypad)
- Player 4 Down
- 4 (on numeric keypad)
- Player 4 Left
- 6 (on numeric keypad)
- Player 4 Right
- 0 (on numeric keypad)
- Player 4 Button 1
- . (on numeric keypad)
- Player 4 Button 2
- Enter (on numeric keypad)
- Player 4 Button 3
Default Mahjong and Hanafuda Keys¶
Most mahjong and hanafuda games use a standard control panel layout. Some keys may not be present, depending on the kind of game. For example games without a bonus game feature may lack the Take Score, Double Up, Big and Small keys, and games without gambling features may also lack the Bet key. Some games may not use all keys that are present. For example many games do not use the Flip Flop and Last Chance keys.
Due to the large number of keys, MAME only provides default input configuration for a single set of player controls. For multi-player mahjong/hanafuda games, or mahjong/hanafuda games with multiple player positions, manual configuration is required. All the keys below are fully configurable in the user interface. This list shows the standard keyboard configuration.
- 5 (not numeric keypad)
- Coin slot 1
- 6 (not numeric keypad)
- Coin slot 2
- 7 (not numeric keypad)
- Coin slot 3
- 8 (not numeric keypad)
- Coin slot 4
- Y
- Player 1 Mahjong/Hanafuda Flip Flop
- 1 (not numeric keypad)
- Player 1 start or 1 player mode
- 2 (not numeric keypad)
- Player 2 start or 2 players mode
- 3 (not numeric keypad)
Player 3 start or 3 players mode
Mahjong Bet
- 4 (not numeric keypad)
- Player 4 start or 4 players mode
- Right Ctrl
- Player 1 Mahjong/Hanafuda Take Score
- Right Shift
- Player 1 Mahjong/Hanafuda Double Up
- Enter
- Player 1 Mahjong/Hanafuda Big
- Backspace
- Player 1 Mahjong/Hanafuda Small
- Right Alt
- Player 1 Mahjong/Hanafuda Last Chance
- Ctrl
- Mahjong Kan
- Alt
- Mahjong Pon
- Spacebar
- Mahjong Chi
- Shift
- Mahjong Reach
- Z
- Mahjong Ron
- A
- Player 1 Mahjong/Hanafuda A
- B
- Player 1 Mahjong/Hanafuda B
- C
- Player 1 Mahjong/Hanafuda C
- D
- Player 1 Mahjong/Hanafuda D
- E
- Player 1 Mahjong/Hanafuda E
- F
- Player 1 Mahjong/Hanafuda F
- G
- Player 1 Mahjong/Hanafuda G
- H
- Player 1 Mahjong/Hanafuda H
- I
- Player 1 Mahjong I
- J
- Player 1 Mahjong J
- K
- Player 1 Mahjong K
- L
- Player 1 Mahjong L
- M
Player 1 Mahjong M
Player 1 Hanafuda Yes
- N
Player 1 Mahjong N
Player 1 Hanafuda No
- O
- Player 1 Taiwanese Mahjong O
- Semicolon
- Player 1 Taiwanese Mahjong P
- Q
- Player 1 Taiwanese Mahjong Q
Default Gambling Keys¶
All the keys below are fully configurable in the user interface. This list shows the standard keyboard configuration.
Note that many gambling games use buttons for multiple functions. For example a slots game may use the Start button to stop all reels, lacking a dedicated Stop All Reels button, or a poker game may use the hold buttons to control the double-up bonus game, lacking dedicated Take Score, Double Up, High and Low buttons.
- 5
- Coin slot 1
- 6
- Coin slot 2
- 7
- Coin slot 3
- 8
- Coin slot 4
- Backspace
- Bill 1 (For machines that have a bill receptor/note reader)
- I
- Payout
- Q
- Key In
- W
- Key Out
- F1
- Memory Reset
- 9 (not numeric keypad)
- Service 1 (Service buttons are typically used to give free credits or to navigate the internal operator service menus)
- 0 (not numeric keypad)
- Service 2 Book-Keeping (for machines that have this functionality)
- - (not numeric keypad)
- Service 3
- = (not numeric keypad)
- Service 4
- M
- Bet
- 1 (not numeric keypad)
- Player 1 start or 1 player mode
- 2 (not numeric keypad)
- Deal
- L
- Stand
- 4 (not numeric keypad)
Take Score
For games that allow gambling winnings in a double-or-nothing bonus game, this takes the winnings from the main game.
- 3 (not numeric keypad)
Double Up
For games that allow gambling winnings in a double-or-nothing bonus game, this gambles the winnings from the main game in the bonus game.
- D
Half Gamble
Used by games that allow gambling half or all of the winnings from the main game in the bonus game.
- A
- High
- S
- Low
- O
- Door
Default Blackjack Keys¶
All the keys below are fully configurable in the user interface. This list shows the standard keyboard configuration.
- 1
Player 1 start or 1 player mode
Used to deal a new hand for games that have separate buttons to deal a new hand and draw an additional card.
- 2
Deal (hit)
Used to draw an additional card, and to deal a new hand in games that don’t use separate buttons to deal a new hand and draw an additional card.
- L
- Stand
Default Poker Keys¶
All the keys below are fully configurable in the user interface. This list shows the standard keyboard configuration.
- 1
Player 1 start or 1 player mode
Used to deal a new hand for games that have separate buttons to deal a new hand and draw replacement cards.
- 2
Deal
Used to draw replacement cards, and to deal a new hand in games that don’t use separate buttons to deal a new hand and draw replacement cards.
- Z
- Hold 1/discard 1
- X
- Hold 2/discard 2
- C
- Hold 3/discard 3
- V
- Hold 4/discard 4
- B
- Hold 5/discard 5
- N
Cancel
Used by some games to cancel current selection for cards to hold/discard.
Default Slots Keys¶
All the keys below are fully configurable in the user interface. This list shows the standard keyboard configuration.
- 1
- Player 1 start or 1 player mode
- X
- Stop Reel 1
- C
- Stop Reel 2
- V
- Stop Reel 3
- B
- Stop Reel 4
- Z
- Stop All Reels
Default Computer Keys¶
All the keys below are fully configurable in the user interface. This list shows the standard keyboard configuration.
Note that controls can vary widely by computer type, so not all keys are shown here. See the Input Assignments (this system) section of MAME’s Input Settings menu for details for the machine you are currently using.
- Tab
- Toggles the configuration menu.
- Scroll Lock/Forward Delete (Mac Desktop)/fn-Delete (Mac Laptop)
Default mapping for the uimodekey.
This key toggles MAME’s response to user interface keys such as the (by default) Tab key being used for menus. All emulated machines which require emulated keyboards will start with UI controls disabled by default and you can only access the internal UI by first hitting this uimodekey key. You can change the initial status of the emulated keyboard as presented upon start by using -uimodekey
- F2
- Start tape for machines that have cassette tape drives.
- Shift+F2
- Stop tape for machines that have cassette tape drives.
- Left Shift+Scroll Lock
- Pastes from system clipboard into the emulated machine.
- Alphanumeric Keys
- These keys are mapped to their equivalents in the emulated machine by default.
Other Machines¶
All the keys are fully configurable in the user interface.
Note that controls can vary widely by machine type, so default keys are not shown here and defaults will vary considerably based on the manufacturer and style. See the Input Assignments (this system) section of MAME’s Input Settings menu for details for the machine you are currently using.
How does MAME look for files?¶
Introduction¶
Unlike typical desktop applications where you browse your disk and select a file to open or a location to save to, MAME has settings to tell it where to look for the files it needs. You can change these settings by starting MAME without specifying a system, selecting Configure Options from the system selection menu, and then selecting Configure Directories (remember to select Save Configuration if you want to keep your changes). You can also change settings by editing your mame.ini and ui.ini files directly, or specify settings on the command line. For information on available options for controlling where MAME searches for files, see Core Search Path Options.
Terminology¶
It’s necessary to understand some MAME-specific terminology used in the explanations here:
- System
- A system is a complete machine that can be emulated by MAME. Some systems run fixed software, while others can load software from software list items and/or media files.
- Device
- An emulated component that can be used by multiple systems, or by other devices. Some devices require ROM dumps, and some devices allow software from additional software lists to be used with a system.
- Parent system
- MAME uses so-called parent/clone relationships to group related systems. One system in the group is chosen to be the parent and the others are called clones. (The choice of the parent system is somewhat arbitrary. It is not necessarily the original or definitive variant.)
- BIOS system
- A system configured with no software. This is mostly applicable for arcade systems that used interchangeable game cartridges or ROM boards. Note that this is not the same as the BIOS selection settings that allow you to select system boot ROMs or device firmware.
- Software item
- A software package described in a software list. Software items may consist of multiple parts that can be mounted independently. Due to the large variety of media supported by MAME, software parts may use different loaders. These include the ROM loader, typically used for cartridge media, and the image file loader, used for software parts consisting of a single media image (including floppy disk and cassette media).
- Parent software item
- Related software items are grouped using parent/clone relationships, in a similar way to related systems. This is usually used to group different versions or releases of the same piece of software. If a software item has a parent item, it will always be in the same software list.
- Short name
MAME uses short names to uniquely identify systems and devices, to uniquely identify software lists, to uniquely identify software items within a software list, and to uniquely identify software parts within a software item.
You can see the short name for a system by highlighting it in the system selection menu, ensuring the info panel is visible on the right, and showing the General Info in the Infos tab. For example the short name for the Nintendo Virtual Boy is
vboy
. System and device short names can also be seen in the output of various command line verbs, including-listxml
,-listfull
,-listroms
and-listcrc
.You can see the short names for a software item and the software list it belongs to by highlighting it in the software selection menu, ensuring the info panel is visible on the right, and showing the Software List Info in the Infos tab. For example the short name for Macintosh System Software 6.0.3 is
sys603
and the short name of the software list it belongs to ismac_flop
. Software list short names match their file names (for example the Sega Mega Drive/Genesis cartridge software list is called megadriv.xml and its short name ismegadriv
). You can also see the short names software lists, software items and parts by finding thename
attributes in the XML software list files.
Search path options¶
Most options for specifying locations to search allow multiple directories to be
specified, separated by semicolon (;
) characters. Environment variables are
expanded, using CMD shell syntax on Windows, or Bourne shell syntax on UNIX-like
systems.
Relative paths are interpreted relative to the current working directory at the time of use. If you start MAME by double-clicking it in Windows Explorer, the working directory is set to the folder containing the MAME executable. If you start MAME by double-clicking it in the macOS Finder or from most Linux desktop environments, the working directory will be set to your home directory.
Archive files¶
MAME can load files from PKZIP and 7-Zip archives (these must have .zip
and
.7z
file name extensions, respectively). A number of extensions to the
PKZIP format are supported, including Zip64 for large archives, NTFS timestamps,
and LZMA compression. Only ASCII or UTF-8 filenames are supported in PKZIP
archives (7-Zip archives always use UTF-16 filenames).
MAME does not load files from nested archives. MAME will not load files stored in a PKZIP or 7-Zip archive which is itself contained within a PKZIP or 7-Zip archive. Multi-segment archives and encrypted archives are not supported. The legacy “implode” compression method in PKZIP archives is not supported.
MAME may perform poorly with archives containing large numbers of files. Files compressed using the LZMA compression algorithm are inherently more CPU-intensive to decompress than files compressed using simpler algorithms. MAME does not take the archive layout into consideration when loading files from archives, so using “solid compression” often results in MAME decompressing the same data repeatedly when loading media.
How does MAME search for media?¶
Use the rompath option sets the folders where searches for ROM dumps, disk images, and other media. By default MAME looks for media in a folder called roms in the working directory. For the purpose of this discussion, floppy disk, cassette, paper tape and other media images that are not stored in CHD format are treated as ROM dumps.
When searching for system, device and software ROM dumps, MAME treats folders
and archives inside the folders configured in you rompath
setting as
equivalent, but remember the limitation that MAME cannot load files from an
archive contained within another archive. MAME looks for a folder first, then a
PKZIP archive, and finally a 7-Zip archive. When searching for a ROM dump in an
archive, MAME first looks for a file with the expected name and CRC. If no
matching file is found, MAME looks for a file with the expected CRC ignoring the
name. If no matching file is found, MAME finally looks for a file with the
expected name, ignoring the CRC.
While MAME can load disk images in CHD format from inside archives, this is not recommended. CHD files contain compressed data stored in a format allowing random access. If a CHD format disk image is stored in a PKZIP or 7-Zip archive, MAME needs to load the entire file into memory in order to use it. For hard disk or LaserDisc images in particular, this will likely use an excessive amount of swap file space, hurting performance and possibly reducing the life expectancy of your disks or SSDs. It’s best to keep CHD format disk images in folders.
System ROMs¶
For each folder configured in your rompath
setting, MAME looks for system
ROMs in the following locations:
- A folder or archive matching the short name of the system itself.
- A folder or archive matching the short name of the system’s parent system, if applicable.
- A folder or archive matching the short name of the corresponding BIOS system, if applicable.
Using Shiritsu Justice Gakuen as an example, MAME will search for system ROMs as follows:
- The short name of the system is
jgakuen
, so MAME will look for a folder called jgakuen, a PKZIP archive called jgakuen.zip, or a 7-Zip archive called jgakuen.7z. - The parent system is the European version of Rival Schools, which has the
short name
rvschool
, so MAME will look for a folder called rvschool, a PKZIP archive called rvschool.zip, or a 7-Zip archive called rvschool.7z. - The corresponding BIOS system is the Capcom ZN2 board, which has the short
name
coh3002c
, so MAME will look for a folder called coh3002c, a PKZIP archive called coh3002c.zip, or a 7-Zip archive called coh3002c.7z.
Device ROMs¶
For each folder configured in your rompath
setting, MAME looks for device
ROMs in the following locations:
- A folder or archive matching the short name of the device.
- A folder or archive matching the short name of the device’s parent ROM device, if applicable.
- A folder or archive matching the short name of the system.
- A folder or archive matching the short name of the system’s parent system, if applicable.
- A folder or archive matching the short name of the corresponding BIOS system, if applicable.
Using a Unitron 1024 Macintosh clone with a French Macintosh Plus keyboard with integrated numeric keypad attached as an example, MAME will look for the keyboard microcontroller ROM as follows:
- The short name of the French Macintosh Plus keyboard is
mackbd_m0110a_f
, so MAME will look for a folder called mackbd_m0110a_f, a PKZIP archive called mackbd_m0110a_f.zip, or a 7-Zip archive called mackbd_m0110a_f.7z. - The parent ROM device is the U.S. Macintosh Plus keyboard with integrated
numeric keypad, whcih has the short name
mackbd_m0110a
, so MAME will look for a folder called mackbd_m0110a, a PKZIP archive called mackbd_m0110a.zip, or a 7-Zip archive called mackbd_m0110a.7z. - The short name of the Unitron 1024 system is
utrn1024
, so MAME will look for a folder called utrn1024, a PKZIP archive called utrn1024.zip, or a 7-Zip archive called utrn1024.7z. - The parent system of the Unitron 1024 is the Macintosh Plus, which has the
short name
macplus
, so MAME will look for a folder called macplus, a PKZIP archive called macplus.zip, or a 7-Zip archive called macplus.7z. - There is no corresponding BIOS system, so MAME will not search in any further locations.
Software Item ROMs¶
For each folder configured in your rompath
setting, MAME looks for software
item ROMs in the following locations:
- A folder or archive matching the short name of the software item inside a folder matching the short name of the software list (or a folder matching the short name of the software item inside an archive matching the name of the software list).
- A folder or archive matching the short name of the parent software item inside a folder matching the short name of the software list, if applicable (or a folder matching the short name of the parent software item in an archive matching the name of the software list).
- A folder or archive matching the short name of the software item. (This is for convenience for software items that also run as stand-alone systems with the same short name, such as Neo Geo games.)
- A folder or archive matching the short name of the parent software item, if applicable. (This is for convenience for software items that also run as stand-alone systems with the same short name, such as Neo Geo games.)
- Any folders and archives that would be searched for system or device ROMs for the system or device that the software list belongs to. This is for historical reasons due to the way software list support was originally added to MESS and will be removed in a future version of MAME.
If you load the German version of Dune II from the Mega Drive/Genesis cartridge software list in the PAL Mega Drive console, MAME will look for the cartridge ROM as follows:
- The short name of the software item for the German version of Dune II is
dune2g
and the short name of the Mega Drive/Genesis cartridge software list ismegadriv
, so MAME will look for a folder called dune2g, a PKZIP archive called dune2g.zip or a 7-Zip archive called dune2g.7z inside a folder called megadriv (or a folder called dune2g inside a PKZIP archive called megadriv.zip or a 7-Zip archive called megadriv.7z). - The parent software item is the general European PAL version of Dune II in the
same software list, which has the short name
dune2
, so MAME will look for a folder called dune2, a PKZIP archive called dune2.zip or a 7-Zip archive called dune2.7z inside a folder called megadriv (or a folder called dune2 inside a PKZIP archive called megadriv.zip or a 7-Zip archive called megadriv.7z). - Next MAME will ignore the short name of the software list and use the short name of the software item only, looking for a folder called dune2g, a PKZIP archive called dune2g.zip or a 7-Zip archive called dune2g.7z.
- Still ignoring the short name of the software list, MAME will use the short name of the parent software item only, looking for a folder called dune2, a PKZIP archive called dune2.zip or a 7-Zip archive called dune2.7z.
- The short name of the PAL Mega Drive system is
megadriv
, so MAME will look for a folder called megadriv, a PKZIP archive called megadriv.zip, or a 7-Zip archive called megadriv.7z. - The parent system of the PAL Mega Drive is the North American Genesis system,
which has the short name
genesis
, so MAME will look for a folder called genesis, a PKZIP archive called genesis.zip, or a 7-Zip archive called genesis.7z.
CHD format disk images¶
MAME searches for system, device and software item CHD format disk images in almost the same way it searches for ROMs, with just a few differences:
- For systems and software items, MAME will check the parent system or software item if applicable for alternate names for a disk image with the same content digest. This allows you to keep a single copy of a CHD format disk image for a parent system or software item and any clones that expect a disk image with the same content, irrespective of the name the clones expect.
- For software items, MAME will look for CHD format disk images in a folder matching the short name of the software list. This is for convenience when all items in a software list only contain a single CHD format disk image each.
- We recommend that you do not store CHD format disk images inside PKZIP or 7-Zip archives. However, if you do decide to do this, MAME will only find CHD format disk images inside archives with an expected name. This is because MAME uses the content digest from the CHD header, not the checksum of the CHD file itself. The checksum of the CHD file itself can vary depending on compression options.
Loose software¶
Many systems support loading media from a file by supplying the path on the command line for one of the media options. Relative paths are interpreted relative to the current working directory.
You can specify a path to a file inside a PKZIP or 7-Zip archive similarly to specifying a path to a file in a folder (keep in mind that you can have at most a single archive file in a path, as MAME does not support loading files from archives contained within other archives). If you specify a path to a PKZIP or 7-Zip archive, MAME will use the first file found in the archive (this depends on the order that files are stored in the archive – it’s most useful for archives containing a single file).
Start the Nintendo Entertainment System/Famicom system with the file amazon_diet_EN.nes mounted in the cartridge slot:
mame nes -cart amazon_diet_EN.nes
Start the Osborne-1 system with the first file in the archive os1xutls.zip mounted in the first floppy disk drive:
mame osborne1 -flop1 os1xutils.zip
Start the Macintosh Plus system with the file system tools.img in the archive sys603.zip mounted in the first floppy disk drive:
mame macplus -flop1 "sys603.zip/system tools.img"
Diagnosing missing media¶
When starting a system from MAME’s system selection menu or software selection menu, MAME will list any missing system or device ROM dumps or disk images, as long as at least one ROM dump or disk image for the system is present. For clone systems, at least one ROM dump or disk image unique to the clone must be present for MAME to list missing ROM dumps and disk images.
If all system and device ROM dump and disk images are present and the system is being started with a software item, MAME will check that ROM dumps and disk images for the software item are present. If at least one ROM dump or disk image for the software item is present, MAME will list any missing ROM dumps or disk images.
For example if you try to start the Macintosh Plus system and the keyboard microcontroller ROM dump is missing, MAME displays the following error message:
Required ROM/disk images for the selected system are missing or incorrect. Please acquire the correct files or select a different system.
341-0332-a.bin (mackbd_m0110a) - not found
Press any key to continue.
The name of the missing ROM dump is shown (341-0332-a.bin), as well as the
short name of the device it belongs to (mackbd_m0110a
). When a missing ROM
dump or disk image is not specific to the selected system, the short name of the
system or device it belongs to is shown.
If you start a system in MAME from a command prompt, MAME will show where it searched for any ROM dumps or disk images that were not found.
Using the example of a Unitron 1024 Macintosh clone with a French keyboard connected, MAME will show the following error messages if no ROMs are present:
mame utrn1024 -kbd frp
342-0341-a.u6d NOT FOUND (tried in utrn1024 macplus)
342-0342-a.u8d NOT FOUND (tried in utrn1024 macplus)
341-0332-a.bin NOT FOUND (tried in mackbd_m0110a_f mackbd_m0110a utrn1024 macplus)
MAME used the system short name utrn1024
and the parent system short name
macplus
when searching for system ROMs. When searching for the keyboard
microcontroller ROM, MAME used the device short name mackbd_m0110a_f
, the
parent ROM device short name mackbd_m0110a
, the system short name
utrn1024
, and the parent system short name macplus
.
Software parts that use the ROM loader (typically cartridge media) show similar messages when ROM dumps are not found. Using the example of the German version of Dune II on a PAL Mega Drive, MAME will show the following error messages if no ROMs are present:
mame megadriv dune2g
mpr-16838-f.u1 NOT FOUND (tried in megadriv\dune2g megadriv\dune2 dune2g dune2 megadriv genesis)
Fatal error: Required files are missing, the machine cannot be run.
MAME searched for the cartridge ROM using:
- The software list short name
megadriv
and the software item short namedune2g
. - The software list short name
megadriv
and the parent software item short namedune2
. - The software item short name
dune2g
only. - The parent software item short name
dune2
only. - The locations that would be searched for the PAL Mega Drive system (the system
short name
megadriv
and the parent system short namegenesis
).
Software parts that use the image file loader (including floppy disk and cassette media) only check for media after ROM images are loaded, and missing media files are shown differently. Using the example of Macintosh System 6.0.3, MAME will show these error messages if the software is missing:
mame macplus -flop1 sys603:flop1
:fdc:0:35dd: error opening image file system tools.img: No such file or directory (generic:2) (tried in mac_flop\sys603 sys603 macplus)
Fatal error: Device Apple/Sony 3.5 DD (400/800K GCR) load (-floppydisk1 sys603:flop1) failed: No such file or directory
The error messages show where MAME searched for the image file in the same
format. In this case, it used the software list short name mac_flop
and the
software short name sys603
, the software short name sys603
only, and
the locations that would be searched for system ROMs.
Front-ends¶
A number of third party tools for MAME to make system and software selection simpler are available. These tools are called “front-ends”, and there are far too many to list exhaustively here. Some are free, some are commercial – caveat emptor. Some older front-ends predate the merging of MAME and MESS and do not support the additional console, hand-held, and computer functionality inherited from MESS.
This following list is not an endorsement of any of these front-ends by the MAME team. It simply shows a number of commonly used free front-ends to provide a starting point.
- QMC2 (multiple platforms)
- Provides a graphical interface for configuring many of MAME’s settings and features. Also includes ROM management and media auditing features. Written in C++ using the Qt toolkit, the source code is on SourceForge.
- Negatron (multiple platforms)
- Negatron emphasises features for configuring emulated computers and consoles. Written in Java, the source code is on GitHub.
- BletchMAME (multiple platforms)
- BletchMAME takes advantage of MAME’s Lua scripting interface to integrate tightly and effectively replace MAME’s internal user interface. It has many useful features for home computer emulation. Written in C++, the source code is on GitHub.
- IV/Play (Microsoft Windows)
- A simple Windows program for launching systems in MAME. Written in C#, the source code is on GitHub.
- Emu Loader (Microsoft Windows)
- Emu Loader provides a Windows interface for launching systems in multiple emulators, including MAME, Supermodel and DEMUL. Written in Delphi Pascal, the source code is available on the download page.
- Retrofire (Japanese, Microsoft Windows)
- Provides a Japanese-language graphical interface for launching systems or software in MAME.
The MAME team will not provide support for issues with front-ends. For support, we suggest contacting the front-end author or asking on one of the popular MAME-friendly forums on the Internet.
About ROMs and Sets¶
Handling and updating of ROMs and Sets used in MAME is probably the biggest area of confusion and frustration that MAME users will run into. This section aims to clear up a lot of the most common questions and cover simple details you'll need to know to use MAME effectively.
Let's start with a simple definition of what a ROM is.
What is a ROM image?¶
For arcade games, a ROM image or file is a copy of all of the data inside a given chip on the arcade motherboard. For most consoles and handhelds, the individual chips are frequently (but not always) merged into a single file. As arcade machines are much more complicated in their design, you'll typically need the data from a number of different chips on the board. Grouping all of the files from Puckman together will get you a ROM set of Puckman.
An example ROM image would be the file pm1_prg1.6e stored in the Puckman ROM set.
Why ROM and not some other name?¶
ROM stands for Read-Only Memory. The chips used to store the game data were not rewritable and were permanent (as long as the chip wasn't damaged or aged to death!)
As such, a copy of the data necessary to reconstitute and replace a dead data chip on a board became known as a "ROM image" or ROMs for short.
Parents, Clones, Splitting, and Merging¶
As the MAME developers received their third or fourth revision of Pac-Man, with bugfixes and other code changes, they quickly discovered that nearly all of the board and chips were identical to the previously dumped version. In order to save space, MAME was adjusted to use a parent/clone set system.
A given set, usually (but not necessarily) the most recent bugfixed World revision of a game, will be designated as the parent. All sets that use mostly the same chips (e.g. Japanese Puckman and USA/World Pac-Man) will be clones that contain only the changed data compared to the parent set.
This typically comes up as an error message to the user when trying to run a Clone set without having the Parent set handy. Using the above example, trying to play the USA version of Pac-Man without having the PUCKMAN.ZIP parent set will result in an error message that there are missing files.
Now we add the final pieces of the puzzle: non-merged, split, and merged sets.
MAME is extremely versatile about where ROM data is located and is quite intelligent about looking for what it needs. This allows us to do some magic with how we store these ROM sets to save further space.
A non-merged set is one that contains absolutely everything necessary for a given game to run in one ZIP file. This is ordinarily very space-inefficient, but is a good way to go if you want to have very few sets and want everything self-contained and easy to work with. We do not recommend this for most users.
A split set is one where the parent set contains all of the normal data it should, and the clone sets contain only what has changed as compared to the parent set. This saves some space, but isn't quite as efficient as
A merged set takes the parent set and one or more clone sets and puts them all inside the parent set's storage. For instance, if we combine the Puckman sets, Midway Pac-Man (USA) sets, and various other related official and bootleg sets all into PUCKMAN.ZIP, the result would be a merged set. A complete merged set with the parent and all clones uses less disk space than a split set.
With those basic principles, there are two other kinds of set that will come up in MAME use from time to time.
First, the BIOS set: Some arcade machines shared a common hardware platform, such as the Neo-Geo arcade hardware. As the main board had data necessary to start up and self-test the hardware before passing it off to the game cartridge, it's not really appropriate to store that data as part of the game ROM sets. Instead, it is stored as a BIOS image for the system itself (e.g. NEOGEO.ZIP for Neo-Geo games)
Secondly, the device set. Frequently the arcade manufacturers would reuse pieces of their designs multiple times in order to save on costs and time. Some of these smaller circuits would reappear in later boards that had minimal common ground with the previous boards that used the circuit, so you couldn't just have them share the circuit/ROM data through a normal parent/clone relationship. Instead, these re-used designs and ROM data are categorized as a Device, with the data stored as a Device set. For instance, Namco used the Namco 51xx custom I/O chip to handle the joystick and DIP switches for Galaga and other games, and as such you'll also need the NAMCO51.ZIP device set as well as any needed for the game.
Troubleshooting your ROM sets and the history of ROMs¶
A lot of the frustration users feel towards MAME can be directly tied to what may feel like pointless ROM changes that seem to only serve to make life more difficult for end-users. Understanding the source of these changes and why they are necessary will help you to avoid being blindsided by change and to know what you need to do to keep your sets running.
A large chunk of arcade ROMs and sets existed before emulation did. These early sets were created by arcade owners and used to repair broken boards by replacing damaged chips. Unfortunately, these sets eventually proved to be missing critical information. Many of the early dumps missed a new type of chip that contained, for instance, color palette information for the screen. The earliest emulators approximated colors until the authors discovered the existence of these missing chips. This resulted in a need to go back and get the missing data and update the sets to add the new dumps as needed.
It wouldn't be much longer before it would be discovered that many of the existing sets had bad data for one or more chips. These, too, would need to be re-dumped, and many sets would need complete overhauls.
Occasionally games would be discovered to be completely wrongly documented. Some games thought to be legitimate ended up being bootleg copies from pirate manufacturers. Some games thought to be bootlegs ended up being legit. Some games were completely mistaken as to which region the board was actually from (e.g. World as compared to Japan) and this too would require adjustments and renaming.
Even now, occasional miracle finds occur that change our understanding of these games. As accurate documentation is critical to detailing the history of the arcades, MAME will change sets as needed to keep things as accurate as possible within what the team knows at the time of each release.
This results in very spotty compatibility for ROM sets designated for older versions of MAME. Some games may not have changed much within 20-30 revisions of MAME, and others may have drastically changed multiple times.
If you hit problems with a set not working, there are several things to check-- are you trying to run a set meant for an older version of MAME? Do you have any necessary BIOS or Device ROMs? Is this a Clone set that would need to have the Parent as well? MAME will tell you what files are missing as well as where it looked for these files. Use that to determine which set(s) may be missing files.
ROMs and CHDs¶
ROM chip data tends to be relatively small and gets loaded to system memory outright. Some games also used additional storage mediums such as hard drives, CD-ROMs, DVDs, and Laserdiscs. Those storage mediums are, for multiple technical reasons, not well-suited to being stored the same way as ROM data and won't fit completely in memory in some cases.
Thus, a new format was created for these in the CHD file. Compressed Hunks of Data, or CHD for short, are designed very specifically around the needs of mass storage media. Some arcade games, consoles, and PCs will require a CHD to run. As CHDs are already compressed, they should NOT be stored in a ZIP or 7Z file as you would for ROM images.
Common Issues and Questions (FAQ)¶
Disclaimer: The following information is not legal advice and was not written by a lawyer.
- Why does my game show an error screen if I insert coins rapidly?
- Why is my non-official MAME package (e.g. EmuCR build) broken? Why is my official update broken?
- Why does MAME support console games and dumb terminals? Wouldn't it be faster if MAME had just the arcade games? Wouldn't it take less RAM? Wouldn't MAME be faster if you just X?
- Why do my Neo Geo ROMs no longer work? How do I get the Humble Bundle Neo Geo sets working?
- How can I use the Sega Genesis & Mega Drive Classics collection from Steam with MAME?
- Why does MAME report "missing files" even if I have the ROMs?
- How can I be sure I have the right ROMs?
- Why is it that some games have the US version as the main set, some have Japanese, and some are the World?
- How do I legally obtain ROMs or disk images to run on MAME?
- Isn't copying ROMs a legal gray area?
- Can't game ROMs be considered abandonware?
- I had ROMs that worked with an old version of MAME and now they don't. What happened?
- What about those arcade cabinets on eBay that come with all the ROMs?
- What about those guys who burn DVDs of ROMs for the price of the media?
- But isn't there a special DMCA exemption that makes ROM copying legal?
- But isn't it OK to download and "try" ROMs for 24 hours?
- If I buy a cabinet with legitimate ROMs, can I set it up in a public place to make money?
- But I've seen Ultracade and Global VR Classics cabinets out in public places? Why can they do it?
- HELP! I'm getting a black screen or an error message in regards to DirectX on Windows!
- I have a controller that doesn't want to work with the standard Microsoft Windows version of MAME, what can I do?
- What happened to the MAME support for external OPL2-carrying soundcards?
- What happened to the MAME support for autofire?
- Does MAME support G-Sync or FreeSync? How do I configure MAME to use them?
Why does my game show an error screen if I insert coins rapidly?¶
This is not a bug in MAME. On original arcade hardware, you simply could not insert coins as fast as you can mash the button. The only ways you could feed credits at that kind of pace was if the coin mech hardware was defective or if you were physically trying to cheat the coin mech.
In either case, the game would display an error for the operator to look into the situation to prevent cheating them out of their hard-earned cash. Keep a slow, coin-insert-ish pace and you won’t trigger this.
Why is my non-official MAME package (e.g. EmuCR build) broken? Why is my official update broken?¶
Many MAME features, such as software lists, HLSL or BGFX shaders, Lua plugins and UI translations, use external files. Updates to these features often require the external files to be updated along with MAME. Unfortunately, builds provided by third parties may only include the main MAME executable, or may include outdated external files. Using an updated MAME executable with outdated external files causes issues with features reliant on the external files. Despite repeated requests that they distribute MAME complete with matching external files, some of these third parties persist in distributing incomplete or broken MAME updates.
As we have no control over how third parties distribute MAME, all we really can do is recommend against obtaining MAME from sites like EmuCR. We cannot provide any support for packages we didn’t build ourselves. You can completely avoid these issues by compiling MAME yourself, or using an official package we provide.
You may also encounter this problem if you do not update the contents of the
hlsl
, bgfx
or plugins
folders when updating your MAME installation
with a new official build.
Why does MAME support console games and dumb terminals? Wouldn't it be faster if MAME had just the arcade games? Wouldn't it take less RAM? Wouldn't MAME be faster if you just X?¶
This is a common misconception. The actual size of the MAME file doesn't affect the speed of it; only the parts that are actively being used are in memory at any given time.
In truth, the additional supported devices are a good thing for MAME as they allow us to stress test sections of the various CPU cores and other parts of the emulation that don't normally see heavy utilization. While a computer and an arcade machine may use the exact same CPU, how they use that CPU can differ pretty dramatically.
No part of MAME is a second-class citizen to any other part. Video poker machines are just as important to document and preserve as arcade games.
There's still room for improvements in MAME's speed, but chances are that if you're not already a skilled programmer any ideas you have will have already been covered. Don't let that discourage you-- MAME is open source, and improvements are always welcome.
Why do my Neo Geo ROMs no longer work? How do I get the Humble Bundle Neo Geo sets working?¶
Recently the Neo Geo BIOS was updated to add a new version of the Universe BIOS. This was done between 0.171 and 0.172, and results in an error trying to load Neo Geo games with an un-updated neogeo.zip set.
This also affects the Humble Bundle set: the games themselves are correct and up to date as of MAME 0.173 (and most likely will remain so) though you'll have to pull the ROM set .ZIP files out of the package somehow yourself. However, the Neo Geo BIOS set (neogeo.zip) included in the Humble Bundle set is incomplete as of the 0.172 release of MAME.
We suggest you contact the provider of your sets (Humble Bundle and DotEmu) and ask them to update their content to the newest revision. If enough people ask nicely, maybe they'll update the package.
How can I use the Sega Genesis & Mega Drive Classics collection from Steam with MAME?¶
As of the April 2016 update to the program, the ROM images included in the set are now 100% compatible with MAME and other Genesis/Mega Drive emulators. The ROMs are contained in the steamapps\Sega Classics\uncompressed ROMs folder as a series of .68K and .SGD images that can be loaded directly into MAME. PDF manuals for the games can be found in steamapps\Sega Classics\manuals as well.
Why does MAME report "missing files" even if I have the ROMs?¶
There can be several reasons for this:
- It is not unusual for the ROMs to change for a game between releases of MAME. Why would this happen? Oftentimes, better or more complete ROM dumps are made, or errors are found in the way the ROMs were previously defined. Early versions of MAME were not as meticulous about this issue, but more recent MAME builds are. Additionally, there can be more features of a game emulated in a later release of MAME than an earlier release, requiring more ROM code to run.
- You may find that some games require CHD files. A CHD file is a compressed representation of a game's hard disk, CD-ROM, or laserdisc, and is generally not included as part of a game's ROMs. However, in most cases, these files are required to run the game, and MAME will complain if they cannot be found.
- Some games such as Neo-Geo, Playchoice-10, Convertible Video System, Deco Cassette, MegaTech, MegaPlay, ST-V Titan, and others need their BIOS ROMs in addition to the game ROMs. The BIOS ROMs often contain ROM code that is used for booting the machine, menu processor code on multi-game systems, and code common to all games on a system. BIOS ROMS must be named correctly and left zipped inside your ROMs folder.
- Older versions of MAME needed decryption tables in order for MAME to emulate Capcom Play System 2 (a.k.a. CPS2) games. These are created by team CPS2Shock.
- Some games in MAME are considered "Clones" of another game. This is often the case when the game in question is simply an alternate version of the same game. Common alternate versions of games include versions with text in other languages, versions with different copyright dates, later versions or updates, bootlegs, etc. "Cloned" games often overlap some of the ROM code as the original or "parent" version of the game. To see if you have any "clones" type "MAME -listclones". To run a "cloned game" you simply need to place its parent ROM file in your ROMs folder (leave it zipped).
How can I be sure I have the right ROMs?¶
MAME checks to be sure you have the right ROMs before emulation begins. If you see any error messages, your ROMs are not those tested to work properly with MAME. You will need to obtain a correct set of ROMs through legal methods.
If you have several games and you wish to verify that they are compatible with the current version of MAME, you can use the -verifyroms parameter. For example:
mame -verifyroms robby ...checks your ROMs for the game Robby Roto and displays the results on the screen.
mame -verifyroms * >verify.txt ...checks the validity of ALL the ROMs in your ROMS directory, and writes the results to a textfile called verify.txt.
Why is it that some games have the US version as the main set, some have Japanese, and some are the World?¶
Parent and clone sets are a convenience feature to help keep different versions of the same system or software together. The decision on which set to make the parent will always be somewhat arbitrary, but we do have some guidelines:
- Prefer latest release version
- Prefer English language
- Prefer most widespread release
- Prefer most complete version
- Prefer versions that are uncensored, and have story/cutscenes intact
- Prefer versions that keep the original gameplay balance
- Prefer releases from original developers/publishers rather than licensees
- Prefer releases without region-specific notices or warnings
It’s not always possible to choose a set that’s preferred according to all criteria.
As an example, the World release of Ghouls’n Ghosts (ghouls) is the parent of the US release (ghoulsu) and the Japanese original Daimakaimura, as it is the most widespread English-language release, and has the story and cutscenes intact.
Another example is Midway Pac-Man (pacman), which is a clone of Namco Puck Man (puckman), because Pac-Man is a licensed version for the US market, while Puck Man was released by Namco themselves.
How do I legally obtain ROMs or disk images to run on MAME?¶
You have several options:
- You can obtain a license to them by purchasing one via a distributor or vendor who has proper authority to do so.
- You can download one of the ROM sets that have been released for free to the public for non-commercial use.
- You can purchase an actual arcade PCB, read the ROMs or disks yourself, and let MAME use that data.
Beyond these options, you are on your own.
Isn't copying ROMs a legal gray area?¶
No, it’s not. You are not permitted to make copies of software without the copyright owner’s permission. This is a black and white issue.
Can't game ROMs be considered abandonware?¶
No. Even the companies that went under had their assets purchased by somebody, and that person is the copyright owner.
I had ROMs that worked with an old version of MAME and now they don't. What happened?¶
As time passes, MAME is perfecting the emulation of older games, even when the results aren't immediately obvious to the user. Often times the better emulation requires more data from the original game to operate. Sometimes the data was overlooked, sometimes it simply wasn't feasible to get at it (for instance, chip "decapping" is a technique that only became affordable very recently for people not working in high-end laboratories). In other cases it's much simpler: more sets of a game were dumped and it was decided to change which sets were which version.
What about those arcade cabinets on eBay that come with all the ROMs?¶
If the seller does not have a proper license to include the ROMs with their system, they are not legally permitted to include any ROMs with the system. If they have purchased a license to the ROMs in your name from a distributor or vendor with legitimate licenses, then they may include the ROMs with the cabinet. After signing an agreement, cabinet owners that include legitimate licensed ROMs may be permitted to include a version of MAME that runs those ROMs and nothing more.
What about those guys who burn DVDs of ROMs for the price of the media?¶
What they are doing is just as unlawful as selling the ROMs outright. As long as somebody holds the copyright, making unauthorised copies is unlawful. If someone went on the internet and started a business of selling cheap copies of U2 albums for the price of media, do you think they would get away with it?
Even worse, a lot of these people like to claim that they are helping the project. In reality, they only create more problems for the MAME team. We are not associated with these people in any way, regardless of how “official” they may attempt to appear. By buying from them, you only help criminals profit from selling software they have no right to sell. Anyone using the MAME name and/or logo to sell such products is also in violation of the MAME trademark.
But isn't there a special DMCA exemption that makes ROM copying legal?¶
No, you have misread the exemptions. The exemption allows people to reverse-engineer the copy protection or encryption in computer programs that are obsolete. The exemption simply means that figuring out how these obsolete programs worked is not illegal according to the DMCA. It does not have any effect on the legality of making unauthorised copies of computer programs, which is what you are doing if you make copies of ROMs.
But isn't it OK to download and "try" ROMs for 24 hours?¶
This is an urban legend that was made up by people who made ROMs available for download from their web sites, in order to justify the fact that they were breaking the law. There is no provision like this in any copyright law.
If I buy a cabinet with legitimate ROMs, can I set it up in a public place to make money?¶
Probably not. ROMs are typically only licensed for personal, non-commercial purposes.
But I've seen Ultracade and Global VR Classics cabinets out in public places? Why can they do it?¶
Ultracade had two separate products. The Ultracade product is a commercial machine with commercial licenses to the games. These machines were designed to be put on location and make money, like traditional arcade machines. Their other product is the Arcade Legends series. These are home machines with non- commercial licenses for the games, and can only be legally operated in a private environment. Since their buyout by Global VR they only offer the Global VR Classics cabinet, which is equivalent to the earlier Ultracade product.
HELP! I'm getting a black screen or an error message in regards to DirectX on Windows!¶
You probably have missing or damaged DirectX runtimes. You can download the latest DirectX setup tool from Microsoft at https://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=35
Additional troubleshooting information can be found on Microsoft's website at https://support.microsoft.com/en-us/kb/179113
I have a controller that doesn't want to work with the standard Microsoft Windows version of MAME, what can I do?¶
By default, MAME on Microsoft Windows tries to read joystick(s), mouse/mice and keyboard(s) using the RawInput API. This works with most devices, and allows multiple keyboards and mice to be used independently. However, some device drivers are not compatible with RawInput, and it may be necessary to use DirectInput or window events to receive input. This is also the case for most software that simulates mouse or keyboard input, like JoyToKey, VNC or Remote Desktop.
You can try changing the
keyboardprovider,
mouseprovider,
joystickprovider or
lightgunprovider setting (depending
on which kind of device you’re having issues with) from rawinput
to one of
the other options such as dinput
or win32
. See
OSD-related Options for details on input provider options
What happened to the MAME support for external OPL2-carrying soundcards?¶
MAME 0.23 added support for using a sound card’s onboard OPL2 (Yamaha YM3812 chip) instead of emulating the OPL2. This feature was only supported for DOS – it was never supported in official Windows versions of MAME. It dropped entirely as of MAME 0.60, as the OPL2 emulation in MAME had become advanced enough to be a better solution in almost all cases. MAME’s OPL2 emulation is now superior to using a sound card’s YM3812 in all cases, especially as modern sound cards lack a YM3812.
What happened to the MAME support for autofire?¶
A Lua plugin providing enhanced autofire support was added in MAME 0.210, and the built-in autofire functionality was removed in MAME 0.216. This plugin has more functionality than the built-in autofire feature it replaced; for example, you can configure alternate buttons for different autofire rates.
You can enable and configure the new autofire system with the following steps:
- Start MAME with no system selected.
- Choose Configure Options at the bottom (use Tab to move focus, or double-click the menu item).
- Choose Plugins near the bottom of the Settings menu.
- Turn Autofire plugin on (use Left/Right or click the arrows to change options).
- Exit MAME completely and start MAME again so the setting takes effect.
The setting will be automatically saved for future use.
See Autofire Plugin for more information about using the autofire plugin, or Plugins for more information about using plugins with MAME in general.
Does MAME support G-Sync or FreeSync? How do I configure MAME to use them?¶
MAME supports both G-Sync and FreeSync right out of the box for Windows and Linux, however macOS does not support G-Sync or FreeSync.
- Make sure your monitor is capable of at least 120Hz G-Sync/FreeSync. If your monitor is only capable of 60Hz in G-Sync/FreeSync modes, you will hit problems with drivers such as Pac-Man that run at 60.60606Hz and may hit problems with others that are very close to but not quite 60Hz.
- If playing MAME windowed or using the BGFX video system, you'll need to make sure that you have G-Sync/FreeSync turned on for windowed applications as well as full screen in your video driver.
- Be sure to leave triple buffering turned off.
- Turning VSync on is suggested in general with G-Sync and FreeSync.
- Low Latency Mode will not affect MAME performance with G-Sync/FreeSync.
The effects of G-Sync and FreeSync will be most noticeable in drivers that run at refresh rates that are very different from normal PC refresh rates. For instance, the first three Mortal Kombat titles run at 54.706841Hz.
MAME Commandline Usage and OS-Specific Configuration¶
Universal Commandline Options¶
This section contains configuration options that are applicable to all MAME sub-builds (both SDL and Windows native).
- Commands and Verbs
- Patterns
- File Names and Directory Paths
- Core Verbs
- Configuration Verbs
- Frontend Verbs
- OSD-related Options
- OSD CLI Verbs
- OSD Output Options
- Configuration Options
- Core Search Path Options
- Core Output Directory Options
- Core State/Playback Options
- Core Performance Options
- Core Rotation Options
- Core Video Options
- Core Full Screen Options
- Core Per-Window Options
- Core Artwork Options
- Core Screen Options
- Core Vector Options
- Core Video OpenGL Feature Options
- Core Video OpenGL GLSL Options
- Core Sound Options
- Core Input Options
- Core Input Automatic Enable Options
- Debugging Options
- Core Communication Options
- Core Misc Options
- Scripting Options
- HTTP Server Options
- PortAudio Options
Commands and Verbs¶
Commands include mame itself as well as various tools included with the MAME distribution such as romcmp and srcclean.
Verbs are actions to take upon something with the command (e.g. mame -validate pacman has mame as a command and -validate as a verb)
Patterns¶
Many verbs support the use of patterns, which are either a system or device short name (e.g. a2600, zorba_kbd) or a glob pattern that matches either (e.g. zorba_*).
Depending on the command you're using the pattern with, pattern matching may match systems or systems and devices. It is advised to put quotes around your patterns to avoid having your shell try to expand them against filenames (e.g. mame -validate "pac*").
File Names and Directory Paths¶
A number of options for specifying directories support multiple paths (for
for example to search for ROMs in multiple locations). MAME expects multiple
paths to be separated with semicolons ( ;
).
MAME expands environment variable expressions in paths. The syntax used depends
on your operating system. On Windows, %
(percent) syntax is used. For
example %APPDATA%\mame\cfg
will expand the application data path for the
current user's roaming profile. On UNIX-like system (including macOS and
Linux), Bourne shell syntax is used, and a leading ~
expands to the current
user's home directory. For example, ~/.mame/${HOSTNAME}/cfg
expands to
a host-specific path inside the .mame
directory in the current user's home
directory. Note that only simple variable substitutions are supported; more
complex expressions supported by Bash, ksh or zsh are not recognized by MAME.
Relative paths are resolved relative to the current working directory. If you
start MAME by double-clicking it in Windows Explorer, the working directory is
set to the folder containing the MAME executable. If you start MAME by
double-clicking it in the macOS Finder, it will open a Terminal window with the
working directory is set to your home directory (usually /Users/<username>
)
and start MAME.
If you want behaviour similar to what Windows Explorer provides on macOS, create
a script file containing these lines in the directory containing the MAME
executable (for example you could call it mame-here
):
#!/bin/sh
cd "`dirname "$0"`"
exec ./mame
You should be able to use any text editor. If you have a choice of file format
or line ending style, choose UNIX. This assumes you're using a 64-bit release
build of MAME, but if you aren't you just need to change mame
to the name
of your MAME executable (e.g. mamed, mamep, mamedp). Once you've created the
file, you need to mark it as executable. You can do this by opening a Terminal
window, typing chmod a+x followed by a space, dragging the file you created
onto the window (this causes Terminal to insert the full escaped path to the
file), and then ensuring the Terminal window is active and hitting Return
(or Enter) on your keyboard. You can close the Terminal window after doing
this. Now if you double-click the script in the Finder, it will open a
Terminal window, set the working directory to the location of the script
(i.e. the folder containing MAME), and then start MAME.
Core Verbs¶
Tip
Examples that have the output abbreviated for space reasons will show "..." in the output where needed. For instance: .. code-block:: bash
A B C ... Z
-help / -h / -?
Displays current MAME version and copyright notice.
- Example:
mame -help
-validate / -valid [<pattern>]
Performs internal validation on one or more drivers and devices in the system. Run this before submitting changes to ensure that you haven't violated any of the core system rules.
If a pattern is specified, it will validate systems matching the pattern, otherwise it will validate all systems and devices. Note that if a pattern is specified, it will be matched against systems only (not other devices), and no device type validation will be performed.
- Example:
mame -validate Driver ace100 (file apple2.cpp): 1 errors, 0 warnings Errors: Software List device 'flop525_orig': apple2_flop_orig.xml: Errors parsing software list: apple2_flop_orig.xml(126.2): Unknown tag: year apple2_flop_orig.xml(126.8): Unexpected content apple2_flop_orig.xml(127.2): Unknown tag: publisher apple2_flop_orig.xml(127.13): Unexpected content apple2_flop_orig.xml(128.2): Unknown tag: info apple2_flop_orig.xml(129.2): Unknown tag: sharedfeat apple2_flop_orig.xml(132.2): Unknown tag: part apple2_flop_orig.xml(133.3): Tag dataarea found outside of software context apple2_flop_orig.xml(134.4): Tag rom found outside of part context apple2_flop_orig.xml(137.3): mismatched tag
Configuration Verbs¶
-createconfig / -cc
Creates the default
mame.ini
file. All the configuration options (not verbs) described below can be permanently changed by editing this configuration file.
- Example:
mame -createconfig
-showconfig / -sc
Displays the current configuration settings. If you route this to a file, you can use it as an INI file.
- Example:
mame -showconfig > mame.iniThis example is equivalent to -createconfig.
-showusage / -su
Displays a summary of all the command line options. For options that are not mentioned here, the short summary given by "mame -showusage" is usually a sufficient description.
Frontend Verbs¶
Note: By default, all the '-list' verbs below write info to the standard output (usually the terminal/command window where you typed the command). If you wish to write the info to a text file instead, add this to the end of your command:
> filename
where filename is the name of the file to save the output in (e.g.
list.txt
). Note that if this file already exists, it will be completely
overwritten.
- Example:
mame -listcrc puckman > list.txtThis creates (or overwrites the existing file if already there)
list.txt
and fills the file with the results of -listcrc puckman. In other words, the list of each ROM used in Puckman and the CRC for that ROM are written into that file.
-listxml / -lx [<pattern>...]
List comprehensive details for all of the supported systems and devices in XML format. The output is quite long, so it is usually better to redirect this into a file. By default all systems are listed; however, you can limit this list by specifying one or more patterns after the -listxml verb.
This XML output is typically imported into other tools (like graphical front-ends and ROM managers), or processed with scripts query detailed information.
- Example:
mame galaxian -listxml <?xml version="1.0"?> <!DOCTYPE mame [ <!ELEMENT mame (machine+)> <!ATTLIST mame build CDATA #IMPLIED> <!ATTLIST mame debug (yes|no) "no"> <!ATTLIST mame mameconfig CDATA #REQUIRED> <!ELEMENT machine (description, year?, manufacturer?, biosset*, rom*, disk*, device_ref*, sample*, chip*, display*, sound?, input?, dipswitch*, configuration*, port*, adjuster*, driver?, feature*, device*, slot*, softwarelist*, ramoption*)> <!ATTLIST machine name CDATA #REQUIRED> <!ATTLIST machine sourcefile CDATA #IMPLIED> ... <mame build="0.216 (mame0216-154-gabddfb0404c-dirty)" debug="no" mameconfig="10"> <machine name="galaxian" sourcefile="galaxian.cpp"> <description>Galaxian (Namco set 1)</description> <year>1979</year> <manufacturer>Namco</manufacturer> ... <machine name="z80" sourcefile="src/devices/cpu/z80/z80.cpp" isdevice="yes" runnable="no"> <description>Zilog Z80</description> </machine> </mame>
Tip
Output from this command is typically more useful if redirected to
an output file. For instance, doing
mame -listxml galaxian > galax.xml will make galax.xml
or
overwrite any existing data in the file with the results of
-listxml; this will allow you to view it in a text editor or parse
it with external tools.
-listfull / -ll [<pattern>...]
- Example:
mame -listfull galaxian* Name: Description: galaxian "Galaxian (Namco set 1)" galaxiana "Galaxian (Namco set 2)" galaxianbl "Galaxian (bootleg, set 2)" galaxianbl2 "Galaxian (bootleg, set 4)" galaxiani "Galaxian (Irem)" galaxianm "Galaxian (Midway set 1)" galaxianmo "Galaxian (Midway set 2)" galaxiant "Galaxian (Taito)" galaxian_sound "Galaxian Custom Sound"Displays a list of system driver names and descriptions. By default all systems and devices are listed; however, you can limit this list by specifying one or more patterns after the -listfull verb.
-listsource / -ls [<pattern>...]
Displays a list of system drivers/devices and the names of the source files where they are defined. Useful for finding which driver a system runs on in order to fix bugs. By default all systems and devices are listed; however, you can limit this list by specifying one or more pattern after the -listsource verb.
- Example:
mame galaga -listsource galaga galaga.cpp
-listclones / -lc [<pattern>]
Displays a list of clones. By default all clones are listed; however, you can limit this list by specifying a pattern after the -listsource verb. If a pattern is specified, MAME will list clones of systems that match the pattern, as well as clones that match the pattern themselves.
- Example 1:
mame pacman -listclones Name: Clone of: pacman puckman- Example 2:
mame puckman -listclones Name: Clone of: abscam puckman bucaner puckman crockman puckman crockmnf puckman ... puckmod puckman titanpac puckman
-listbrothers / -lb [<pattern>]
Displays a list of brothers, i.e. other systems that are defined in the same source file as a system that matches the specified pattern.
- Example:
mame galaxian -listbrothers Source file: Name: Parent: galaxian.cpp amidar galaxian.cpp amidar1 amidar galaxian.cpp amidarb amidar ... galaxian.cpp zigzagb galaxian.cpp zigzagb2 zigzagb
-listcrc [<pattern>...]
Displays a full list of CRCs and names of all ROM images referenced by systems and devices matching the specified pattern(s). If no patterns are specified, ROMs referenced by all supported systems and devices will be included.
- Example:
mame playch10 -listcrc d52fa07a pch1-c__8t_e-2.8t playch10 PlayChoice-10 BIOS 503ee8b1 pck1-c.8t playch10 PlayChoice-10 BIOS 123ffa37 pch1-c_8te.8t playch10 PlayChoice-10 BIOS 0be8ceb4 pck1-c_fix.8t playch10 PlayChoice-10 BIOS 9acffb30 pch1-c__8k.8k playch10 PlayChoice-10 BIOS c1232eee pch1-c__8m_e-1.8m playch10 PlayChoice-10 BIOS 30c15e23 pch1-c__8p_e-1.8p playch10 PlayChoice-10 BIOS 9acffb30 pch1-c__8k.8k playch10 PlayChoice-10 BIOS c1232eee pch1-c__8m_e-1.8m playch10 PlayChoice-10 BIOS 30c15e23 pch1-c__8p_e-1.8p playch10 PlayChoice-10 BIOS 9acffb30 pch1-c__8k.8k playch10 PlayChoice-10 BIOS 83ebc7a3 pch1-c_8m.8m playch10 PlayChoice-10 BIOS 90e1b80c pch1-c_8p-8p playch10 PlayChoice-10 BIOS 9acffb30 pch1-c__8k.8k playch10 PlayChoice-10 BIOS c1232eee pch1-c__8m_e-1.8m playch10 PlayChoice-10 BIOS 30c15e23 pch1-c__8p_e-1.8p playch10 PlayChoice-10 BIOS e5414ca3 pch1-c-6f.82s129an.6f playch10 PlayChoice-10 BIOS a2625c6e pch1-c-6e.82s129an.6e playch10 PlayChoice-10 BIOS 1213ebd4 pch1-c-6d.82s129an.6d playch10 PlayChoice-10 BIOS 48de65dc rp2c0x.pal playch10 PlayChoice-10 BIOS
-listroms / -lr [<pattern>...]
Displays a list of ROM images referenced by supported systems/devices that match the specified pattern(s). If no patterns are specified, the results will include all supported systems and devices.
- Example:
mame neogeo -listroms ROMs required for driver "neogeo". Name Size Checksum sp-s2.sp1 131072 CRC(9036d879) SHA1(4f5ed7105b7128794654ce82b51723e16e389543) sp-s.sp1 131072 CRC(c7f2fa45) SHA1(09576ff20b4d6b365e78e6a5698ea450262697cd) sp-45.sp1 524288 CRC(03cc9f6a) SHA1(cdf1f49e3ff2bac528c21ed28449cf35b7957dc1) ... sm1.sm1 131072 CRC(94416d67) SHA1(42f9d7ddd6c0931fd64226a60dc73602b2819dcf) 000-lo.lo 131072 CRC(5a86cff2) SHA1(5992277debadeb64d1c1c64b0a92d9293eaf7e4a) sfix.sfix 131072 CRC(c2ea0cfd) SHA1(fd4a618cdcdbf849374f0a50dd8efe9dbab706c3)
-listsamples [<pattern>]
Displays a list of samples referenced by the specified pattern of system or device names. If no pattern is specified, the results will be all systems and devices.
- Example:
mame armorap -listsamples Samples required for driver "armorap". loexp jeepfire hiexp tankfire tankeng beep chopper
-verifyroms [<pattern>]
Checks for invalid or missing ROM images. By default all drivers that have valid ZIP files or directories in the rompath are verified; however, you can limit this list by specifying a pattern after the -verifyroms command.
- Example:
mame gradius -verifyroms romset gradius [nemesis] is good 1 romsets found, 1 were OK.
-verifysamples [<pattern>]
Checks for invalid or missing samples. By default all drivers that have valid ZIP files or directories in the samplepath are verified; however, you can limit this list by specifying a pattern after the -verifyroms command.
- Example:
mame armorap -verifysamples sampleset armorap [armora] is good 1 samplesets found, 1 were OK.
-romident [path\to\romstocheck.zip]
Attempts to identify ROM files, if they are known to MAME, in the specified .zip file or directory. This command can be used to try and identify ROM sets taken from unknown boards. On exit, the errorlevel is returned as one of the following:
- 0: means all files were identified
- 7: means all files were identified except for 1 or more "non-ROM" files
- 8: means some files were identified
- 9: means no files were identified
- Example:
mame unknown.rom -romident Identifying unknown.rom.... unknown.rom = 456-a07.17l gradius Gradius (Japan, ROM version)
-listdevices / -ld [<pattern>]
Displays a list of all devices known to be hooked up to a system. The ":" is considered the system itself with the devices list being attached to give the user a better understanding of what the emulation is using.
If slots are populated with devices, any additional slots those devices provide will be visible with -listdevices as well. For instance, installing a floppy controller into a PC will expose the disk drive slots.
- Example:
mame apple2e -listdevices Driver apple2e (Apple //e): <root> Apple //e a2bus Apple II Bus a2common Apple II Common Components @ 14.31 MHz a2video Apple II video @ 14.31 MHz aux Apple IIe AUX Slot ext80 Apple IIe Extended 80-Column Card auxbus Apple IIe AUX Bus ay3600 AY-5-3600 Keyboard Encoder ... speaker Filtered 1-bit DAC tape Cassette
-listslots / -lslot [<pattern>]
Show available slots and options for each slot (if available). Primarily used for MAME to allow control over internal plug-in cards, much like PCs needing video, sound and other expansion cards.
If slots are populated with devices, any additional slots those devices provide will be visible with -listslots as well. For instance, installing a floppy controller into a PC will expose the disk drive slots.
The slot name (e.g. ctrl1) can be used from the command line (-ctrl1 in this case)
- Example:
mame apple2e -listslots SYSTEM SLOT NAME SLOT OPTIONS SLOT DEVICE NAME ---------------- ---------------- ---------------- ---------------------------- apple2e sl1 4play 4play Joystick Card (rev. B) ... aevm80 Applied Engineering Viewmaster 80 alfam2 ALF MC1 / Apple Music II ... zipdrive Zip Technologies ZipDrive ... aux ext80 Apple IIe Extended 80-Column Card rw3 Applied Engineering RamWorks III std80 Apple IIe Standard 80-Column Card gameio compeyes Digital Vision ComputerEyes joy Apple II analog joysticks paddles Apple II paddles
-listmedia / -lm [<pattern>]
List available media that the chosen system allows to be used. This includes media types (cartridge, cassette, diskette and more) as well as common file extensions which are supported.
- Example:
mame coco3 -listmedia SYSTEM MEDIA NAME (brief) IMAGE FILE EXTENSIONS SUPPORTED ---------------- --------------------------- ------------------------------- coco3 cassette (cass) .wav .cas printout (prin) .prn cartridge (cart) .ccc .rom floppydisk1 (flop1) .dmk .jvc .dsk .vdk .sdf .os9 .d77 .d88 .1dd .dfi .hfe .imd .ipf .mfi .mfm .td0 .cqm .cqi floppydisk2 (flop2) .dmk .jvc .dsk .vdk .sdf .os9 .d77 .d88 .1dd .dfi .hfe .imd .ipf .mfi .mfm .td0 .cqm .cqi harddisk1 (hard1) .vhd harddisk2 (hard2) .vhd
-listsoftware / -lsoft [<pattern>]
Displays the contents of all software lists that can be used by the system or systems represented by pattern.
- Example:
mame coco3 -listsoftware <?xml version="1.0"?> <!DOCTYPE softwarelists [ <!ELEMENT softwarelists (softwarelist*)> <!ELEMENT softwarelist (software+)> <!ATTLIST softwarelist name CDATA #REQUIRED> <!ATTLIST softwarelist description CDATA #IMPLIED> <!ELEMENT software (description, year, publisher, info*, sharedfeat*, part*)> ... <softwarelists> <softwarelist name="coco_cart" description="Tandy Radio Shack Color Computer cartridges"> <software name="7cardstd"> <description>7 Card Stud</description> <year>1983</year> <publisher>Tandy</publisher> <info name="developer" value="Intelligent Software"/> <info name="serial" value="26-3074"/> <part name="cart" interface="coco_cart"> <dataarea name="rom" size="8192"> <rom name="7 card stud (1983) (26-3074) (intelligent software).rom" size="8192" crc="f38d8c97" sha1="5cfcb699ce09840dbb52714c8d91b3d86d3a86c3"/> </dataarea> </part> </software> ...
-verifysoftware / -vsoft [<pattern>]
Checks for invalid or missing ROM images in your software lists. By default all drivers that have valid ZIP files or directories in the rompath are verified; however, you can limit this list by specifying a specific driver name or pattern after the -verifysoftware command.
- Example:
mame coco3 -verifysoftware romset coco_cart:7cardstd is good coco_cart:amazing: a mazing world of malcom mortar (1987)(26-3160)(zct systems).rom (16384 bytes) - NEEDS REDUMP romset coco_cart:amazing is best available coco_cart:amazing1: a mazing world of malcom mortar (1987)(26-3160)(zct systems)[a].rom (16384 bytes) - NEEDS REDUMP romset coco_cart:amazing1 is best available romset coco_cart:androne is good ...
-getsoftlist / -glist [<pattern>]
Displays the contents of a specific softlist with the filename represented by pattern.
- Example:
mame -getsoftlist apple2_flop_orig <?xml version="1.0"?> <!DOCTYPE softwarelists [ <!ELEMENT softwarelists (softwarelist*)> <!ELEMENT softwarelist (software+)> <!ATTLIST softwarelist name CDATA #REQUIRED> <!ATTLIST softwarelist description CDATA #IMPLIED> <!ELEMENT software (description, year, publisher, info*, sharedfeat*, part*)> <!ATTLIST software name CDATA #REQUIRED> <!ATTLIST software cloneof CDATA #IMPLIED> <!ATTLIST software supported (yes|partial|no) "yes"> <!ELEMENT description (#PCDATA)> <!ELEMENT year (#PCDATA)> <!ELEMENT publisher (#PCDATA)> <!ELEMENT info EMPTY> <!ATTLIST info name CDATA #REQUIRED> <!ATTLIST info value CDATA #IMPLIED> <!ELEMENT sharedfeat EMPTY> <!ATTLIST sharedfeat name CDATA #REQUIRED> <!ATTLIST sharedfeat value CDATA #IMPLIED> ...
-verifysoftlist / -vlist [softwarelistname]
Checks a specified software list for missing ROM images if files exist for issued softwarelistname. By default, all drivers that have valid ZIP files or directories in the rompath are verified; however, you can limit this list by specifying a specific softwarelistname (without .XML) after the -verifysoftlist command.
- Example:
mame -verifysoftlist apple2_flop_orig romset apple2_flop_orig:agentusa is good romset apple2_flop_orig:airheart is good romset apple2_flop_orig:aplpanic is good romset apple2_flop_orig:alambush is good romset apple2_flop_orig:ankh is good romset apple2_flop_orig:aplcdspd is good romset apple2_flop_orig:agalxian is good romset apple2_flop_orig:aquatron is good romset apple2_flop_orig:archon is good romset apple2_flop_orig:archon2 is good romset apple2_flop_orig:ardyardv is good romset apple2_flop_orig:autobahn is good ...
OSD CLI Verbs¶
-listmidi
List available MIDI I/O devices for use with emulation.
- Example:
mame -listmidi MIDI input ports: MIDI output ports: Microsoft MIDI Mapper (default) Microsoft GS Wavetable Synth
-listnetwork
List available network adapters for use with emulation.
- Example 1:
mame -listnetwork No network adapters were found- Example 2:
mame -listnetwork Available network adapters: Local Area Connection
Tip
On Windows, you'll need the TAP driver from OpenVPN for MAME to see any network adapters.
OSD Output Options¶
-output
Chooses how MAME will handle processing of output notifiers. These are used to connect external outputs such as the LED lights for the Player 1/2 start buttons on certain arcade machines.
You can choose from:
auto
,none
,console
ornetwork
Note that network port is fixed at 8000.
- Example:
mame asteroid -output console led0 = 1 led0 = 0 ... led0 = 1 led0 = 0
Configuration Options¶
-[no]readconfig / -[no]rc
Enables or disables the reading of the config files. When enabled (which is the default), MAME reads the following config files in order:
mame.ini
debug.ini
(if the debugger is enabled)source/
<driver>.ini
(based on the source filename of the driver)vertical.ini
(for systems with vertical monitor orientation)horizont.ini
(for systems with horizontal monitor orientation)arcade.ini
(for systems in source added withGAME()
macro)console.ini
(for systems in source added withCONS()
macro)computer.ini
(for systems in source added withCOMP()
macro)othersys.ini
(for systems in source added withSYST()
macro)vector.ini
(for vector systems only)- <parent>
.ini
(for clones only, may be called recursively)- <systemname>
.ini
(See Order of Config Loading for further details)
The settings in the later INIs override those in the earlier INIs. So, for example, if you wanted to disable overlay effects in the vector systems, you can create a
vector.ini
with lineeffect none
in it, and it will override whatevereffect
value you have in yourmame.ini
.The default is ON (-readconfig).
- Example:
mame apple2ee -noreadconfig -sl6 diskii -sl7 cffa2 -hard1 TotalReplay.2mg
Core Search Path Options¶
-homepath <path>
Specifies a path for Lua plugins to store data.
The default is
.
(that is, in the current working directory).
- Example:
mame -homepath c:\mame\lua
-rompath / -rp <path>
Specifies one or more paths within which to find ROM or disk images. Multiple paths can be specified by separating them with semicolons.
The default is
roms
(that is, a directoryroms
in the current working directory).
- Example:
mame -rompath c:\mame\roms;c:\roms\another
-hashpath / -hash_directory / -hash <path>
Specifies one or more paths within which to find software definition files. Multiple paths can be specified by separating them with semicolons.
The default is
hash
(that is, a directoryhash
in the current working directory).
- Example:
mame -hashpath c:\mame\hash;c:\roms\softlists
-samplepath / -sp <path>
Specifies one or more paths within which to find audio sample files. Multiple paths can be specified by separating them with semicolons.
The default is
samples
(that is, a directorysamples
in the current working directory).
- Example:
mame -samplepath c:\mame\samples;c:\roms\samples
-artpath <path>
Specifies one or more paths within which to find external layout and artwork files. Multiple paths can be specified by separating them with semicolons.
The default is
artwork
(that is, a directoryartwork
in the current working directory).
- Example:
mame -artpath c:\mame\artwork;c:\emu\shared-artwork
-ctrlrpath <path>
Specifies one or more paths within which to find controller configuration files. Multiple paths can be specified by separating them with semicolons. Used in conjunction with the
-ctrlr
option.The default is
ctrlr
(that is, a directoryctrlr
in the current working directory).
- Example:
mame -ctrlrpath c:\mame\ctrlr;c:\emu\controllers
-inipath <path>
Specifies one or more paths within which to find INI files. Multiple paths can be specified by separating them with semicolons.
On Windows, the default is
.;ini;ini/presets
(that is, search in the current directory first, then in the directoryini
in the current working directory, and finally the directorypresets
inside that directory).On macOS, the default is
$HOME/Library/Application Support/mame;$HOME/.mame;.;ini
(that is, search themame
folder inside the current user's Application Support folder, followed by the.mame
folder in the current user's home directory, then the current working directory, and finally the directoryini
in the current working directory).On other platforms (including Linux), the default is
$HOME/.mame;.;ini
(that is search the.mame
directory in the current user's home directory, followed by the current working directory, and finally the directoryini
in the current working directory).
- Example:
mame -inipath c:\users\thisuser\documents\mameini
-fontpath <path>
Specifies one or more paths within which to find BDF (Adobe Glyph Bitmap Distribution Format) font files. Multiple paths can be specified by separating them with semicolons.
The default is
.
(that is, search in the current working directory).
- Example:
mame -fontpath c:\mame\;c:\emu\artwork\mamefonts
-cheatpath <path>
Specifies one or more paths within which to find XML cheat files. Multiple paths can be specified by separating them with semicolons.
The default is
cheat
(that is, a folder calledcheat
located in the current working directory).
- Example:
mame -cheatpath c:\mame\cheat;c:\emu\cheats
-crosshairpath <path>
Specifies one or more paths within which to find crosshair image files. Multiple paths can be specified by separating them with semicolons.
The default is
crsshair
(that is, a directorycrsshair
in the current working directory).
- Example:
mame -crosshairpath c:\mame\crsshair;c:\emu\artwork\crosshairs
-pluginspath <path>
Specifies one or more paths within which to find Lua plugins for MAME.
The default is
plugins
(that is, a directoryplugins
in the current working directory).
- Example:
mame -pluginspath c:\mame\plugins;c:\emu\lua
-languagepath <path>
Specifies one or more paths within which to find language files for localized UI text.
The default is
language
(that is, a directorylanguage
in the current working directory).
- Example:
mame -languagepath c:\mame\language;c:\emu\mame-languages
-swpath <path>
Specifies the default path from which to load loose software image files.
The default is
sofware
(that is, a directorysoftware
in the current working directory).
- Example:
mame -swpath c:\mame\software;c:\emu\mydisks
Core Output Directory Options¶
-cfg_directory <path>
Specifies the directory where configuration files are stored. Configuration files are read when starting MAME or when starting an emulated machine, and written on exit. Configuration files preserve settings including input assignment, DIP switch settings, bookkeeping statistics, and debugger window arrangement.
The default is
cfg
(that is, a directorycfg
in the current working directory). If this directory does not exist, it will be created automatically.
- Example:
mame -cfg_directory c:\mame\cfg
-nvram_directory <path>
Specifies the directory where NVRAM files are stored. NVRAM files store the contents of EEPROM, non-volatile RAM (NVRAM), and other programmable devices for systems that used this type of hardware. This data is read when starting an emulated machine and written on exit.
The default is
nvram
(that is, a directorynvram
in the current working directory)). If this directory does not exist, it will be created automatically.
- Example:
mame -nvram_directory c:\mame\nvram
-input_directory <path>
Specifies the directory where input recording files are stored. Input recordings are created using the -record option and played back using the -playback option.
The default is
inp
(that is, a directoryinp
in the current working directory). If this directory does not exist, it will be created automatically.
- Example:
mame -input_directory c:\mame\inp
-state_directory <path>
Specifies the directory where save state files are stored. Save state files are read and written either upon user request, or when using the -autosave option.
The default is
sta
(that is, a directorysta
in the current working directory). If this directory does not exist, it will be created automatically.
- Example:
mame -state_directory c:\mame\sta
-snapshot_directory <path>
Specifies the directory where screen snapshots and video recordings are stored when requested by the user.
The default is
snap
(that is, a directorysnap
in the current working directory). If this directory does not exist, it will be created automatically.
- Example:
mame -snapshot_directory c:\mame\snap
-diff_directory <path>
Specifies the directory where hard drive difference files are stored. Hard drive difference files store data that is written back to an emulated hard disk, in order to preserve the original image file. The difference files are created when starting an emulated system with a compressed hard disk image.
The default is
diff
(that is, a directorydiff
in the current working directory). If this directory does not exist, it will be created automatically.
- Example:
mame -diff_directory c:\mame\diff
-comment_directory <path>
Specifies a directory where debugger comment files are stored. Debugger comment files are written by the debugger when comments are added to the disassembly for a system.
The default is
comments
(that is, a directorycomments
in the current working directory). If this directory does not exist, it will be created automatically.
- Example:
mame -comment_directory c:\mame\comments
Core State/Playback Options¶
-[no]rewind
When enabled and emulation is paused, automatically creates a save state in memory every time a frame is advanced. Rewind save states can then be loaded consecutively by pressing the rewind single step shortcut key (Left Shift + Tilde by default).
The default rewind value is OFF (-norewind).
If debugger is in a 'break' state, a save state is instead created every time step in, step over, or step out occurs. In that mode, rewind save states can be loaded by executing the debugger rewind (or rw) command.
- Example:
mame -norewind
-rewind_capacity <value>
Sets the rewind capacity value, in megabytes. It is the total amount of memory rewind savestates can occupy. When capacity is hit, old savestates get erased as new ones are captured. Setting capacity lower than the current savestate size disables rewind. Values below 0 are automatically clamped to 0.
- Example:
mame -rewind_capacity 30
-state <slot>
Immediately after starting the specified system, will cause the save state in the specified <slot> to be loaded.
- Example:
mame -state 1
-[no]autosave
When enabled, automatically creates a save state file when exiting MAME and automatically attempts to reload it when later starting MAME with the same system. This only works for systems that have explicitly enabled save state support in their driver.
The default is OFF (-noautosave).
- Example:
mame -autosave
-playback / -pb <filename>
Specifies a file from which to play back a series of inputs. This feature does not work reliably for all systems, but can be used to watch a previously recorded game session from start to finish.
The default is
NULL
(no playback).
- Example:
mame pacman -playback worldrecord
Tip
You may experience desync in playback if the configuration, NVRAM, and memory card files don't match the original; this is why it is suggested you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted.
-[no]exit_after_playback
When used in conjunction with the -playback option, MAME will exit after playing back the input file. By default, MAME continues to run the emulated system after playback completes.
The default is OFF (-noexit_after_playback).
- Example:
mame pacman -playback worldrecord -exit_after_playback
-record / -rec <filename>
Specifies a file to record all input from a session. This can be used to record a session for later playback. This feature does not work reliably for all systems, but can be used to record a session from start to finish.
The default is
NULL
(no recording).
- Example:
mame pacman -record worldrecord
Tip
You may experience desync in playback if the configuration, NVRAM, and memory card files don't match the original; this is why it is suggested you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted.
-mngwrite <filename>
Writes each video frame to the given <filename> in MNG format, producing an animation of the session. Note that -mngwrite only writes video frames; it does not save any audio data. Either use -wavwrite to record audio and combine the audio and video tracks using video editing software, or use -aviwrite to record audio and video to a single file.
The default is
NULL
(no recording).
- Example:
mame pacman -mngwrite pacman-video
-aviwrite <filename>
Stream video and sound data to the given <filename> in uncompressed AVI format, producing an animation of the session complete with sound. Note that the AVI format does not changes to resolution or frame rate, uncompressed video consumes a lot of disk space, and recording uncompressed video in realtime requires a fast disk. It may be more practical to record an emulation session using -record then make a video of it with -aviwrite in combination with -playback and -exit_after_playback options.
The default is
NULL
(no recording).
- Example:
mame pacman -playback worldrecord -exit_after_playback -aviwrite worldrecord
-wavwrite <filename>
Writes the final mixer output to the given <filename> in WAV format, producing an audio recording of the session.
The default is
NULL
(no recording).
- Example:
mame pacman -wavewrite pacsounds
-snapname <name>
Describes how MAME should name files for snapshots. <name> is a string that provides a template that is used to generate a filename.
Three simple substitutions are provided: the
/
character represents the path separator on any target platform (even Windows); the string%g
represents the driver name of the current system; and the string%i
represents an incrementing index. If%i
is omitted, then each snapshot taken will overwrite the previous one; otherwise, MAME will find the next empty value for%i
and use that for a filename.The default is
%g/%i
, which creates a separate folder for each system, and names the snapshots under it starting with 0000 and increasing from there.In addition to the above, for drivers using different media, like carts or floppy disks, you can also use the
%d_[media]
indicator. Replace [media] with the media switch you want to use.
- Example 1:
mame robby -snapname foo\%g%i
Snapshots will be saved as
snaps\foo\robby0000.png
,snaps\foo\robby0001.png
and so on.- Example 2:
mame nes -cart robby -snapname %g\%d_cart
Snapshots will be saved as
snaps\nes\robby.png
.- Example 3:
mame c64 -flop1 robby -snapname %g\%d_flop1/%i
Snapshots will be saved as
snaps\c64\robby\0000.png
.
-snapsize <width>x<height>
Hard-codes the size for snapshots and movie recording. By default, MAME will create snapshots at the system's current resolution in raw pixels, and will create movies at the system's starting resolution in raw pixels. If you specify this option, then MAME will create both snapshots and movies at the size specified, and will bilinear filter the result.
The default is
auto
.
- Example:
mame pacman -snapsize 1920x1080
Tip
-snapsize does not automatically rotate if the system is vertically oriented, so for vertical systems you'll want to swap the width and height options.
-snapview <viewname>
Specifies the view to use when rendering snapshots and videos. The <viewname> does not need to be the full name of a view, MAME will choose the first view with a name that has the <viewname> as a prefix. For example -snapview "screen 0 pixel" will match the “Screen 0 Pixel Aspect (10:7)” view.
If the <viewname> is
auto
or an empty string, MAME will select a view based on the number of emulated screens in the system, and the available external and internal artwork. MAME tries to select a view that shows all emulated screens by default.If the <viewname> is
native
, MAME uses special internal view to save a separate snapshot for each visible emulated screen, or to record a video for the first visible screen only. The snapshot(s) or video will have the same resolution as the emulated screen(s) with no artwork elements drawn or effects applied.The default value is
auto
.
- Example:
mame wrecking -snapview cocktail
-[no]snapbilinear
Specify if the snapshot or movie should have bilinear filtering applied. Disabling this off can improve performance while recording video to a file.
The default is ON (-snapbilinear).
- Example:
mame pacman -nosnapbilinear
-statename <name>
Describes how MAME should store save state files, relative to the state_directory path. <name> is a string that provides a template that is used to generate a relative path.
Two simple substitutions are provided: the
/
character represents the path separator on any target platform (even Windows); the string%g
represents the driver name of the current system.The default is
%g
, which creates a separate folder for each system.In addition to the above, for drivers using different media, like carts or floppy disks, you can also use the
%d_[media]
indicator. Replace[media]
with the media switch you want to use.
- Example 1:
mame robby -statename foo\%g All save states will be stored inside sta\foo\robby\- Example 2:
mame nes -cart robby -statename %g/%d_cart All save states will be stored inside sta\nes\robby\- Example 3:
mame c64 -flop1 robby -statename %g/%d_flop1 All save states will be stored inside sta\c64\robby\
Tip
Note that even on Microsoft Windows, you should use /
as your
path seperator for -statename
-[no]burnin
Tracks brightness of the screen during play and at the end of emulation generates a PNG that can be used to simulate burn-in effects on other systems. The resulting PNG is created such that the least used-areas of the screen are fully white (since burned-in areas are darker, all other areas of the screen must be lightened a touch).
The intention is that this PNG can be loaded via an artwork file with a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the entire screen.
The PNG files are saved in the snap directory under the
<systemname>/burnin-<screen.name>.png
.The default is OFF (-noburnin).
- Example:
mame neogeo -burnin
Core Performance Options¶
-[no]autoframeskip / -[no]afs
Dynamically adjust the frameskip level while you're running the system to maintain full speed. Turning this on overrides the -frameskip setting described below.
This is off by default (-noautoframeskip).
- Example:
mame gradius4 -autoframeskip
-frameskip / -fs <level>
Specifies the frameskip value. This is the number of frames out of every 12 to drop when running. For example, if you specify -frameskip 2, MAME will render and display 10 out of every 12 emulated frames. By skipping some frames, you may be able to get full speed emulation for a system that would otherwise be too demanding for your computer.
The default value is -frameskip 0, which skips no frames.
- Example:
mame gradius4 -frameskip 2
-seconds_to_run / -str <seconds>
This option tells MAME to automatically stop emulation after a fixed number of seconds of emulated time have elapsed. This may be useful for benchmarking and automated testing. By combining this with a fixed set of other command line options, you can set up a consistent environment for benchmarking MAME's emulation performance. In addition, upon exit, the -str option will write a screenshot to the system's snapshot directory with the file name determined by the -snapname option.
- Example:
mame pacman -seconds_to_run 60
-[no]throttle
Enable or disable thottling emulation speed. When throttling is enabled, MAME limits emulation speed to so the emulated system will not run faster than the original hardware. When throttling is disabled, MAME runs the emulation as fast as possible. Depending on your settings and the characteristics of the emulated system, performance may be limited by your CPU, graphics card, or even memory performance.
The default is to enable throttling (-throttle).
- Example:
mame pacman -nothrottle
-[no]sleep
When enabled along with -throttle, MAME will yield the CPU when limiting emulation speed. This allows other programs to use CPU time, assuming the main emulation thread isn't completely utilising a CPU core. This option can potentially cause hiccups in performance if other demanding programs are running.
The default is on (-sleep).
- Example:
mame gradius 4 -nosleep
-speed <factor>
Changes the way MAME throttles the emulation so that it runs at some multiple of the system's original speed. A <factor> of
1.0
means to run the system at its normal speed, a <factor> of0.5
means run at half speed, and a <factor> of 2.0 means run at double speed. Note that changing this value affects sound playback as well, which will scale in pitch accordingly. The internal precision of the fraction is two decimal places, so a <factor> of1.002
is rounded to1.00
.The default is
1.0
(normal speed).
- Example:
mame pacman -speed 1.25
-[no]refreshspeed / -[no]rs
Allows MAME to adjust the emulation speed so that the refresh rate of the first emulated screen does not exceed the slowest refresh rate for any targeted monitors in your system. Thus, if you have a 60Hz monitor and run a system that is designed to run at 60.6Hz, MAME will reduce the emulation speed to 99% in order to prevent sound hiccups or other undesirable side effects of running at a slower refresh rate.
The default is off (-norefreshspeed).
- Example:
mame pacman -refreshspeed
-numprocessors / -np auto|<value>
Specify the number of threads to use for work queues. Specifying
auto
will use the value reported by the system or environment variableOSDPROCESSORS
. This value is internally limited to four times the number of processors reported by the system.The default is
auto
.
- Example:
mame gradius4 -numprocessors 2
-bench <n>
Benchmark for <n> emulated seconds. This is equivalent to the following options:
-str <n> -video none -sound none -nothrottle
- Example:
mame gradius4 -bench 300
-[no]lowlatency
This tells MAME to draw a new frame before throttling to reduce input latency. This is particularly effective with VRR (Variable Refresh Rate) displays.
This may cause frame pacing issues in the form of jitter with some systems (especially newer 3D-based systems or systems that run software akin to an operating system), so the default is off (-nolowlatency).
- Example:
mame bgaregga -lowlatency
Core Rotation Options¶
-[no]rotate
Rotate the system to match its normal state (horizontal/vertical). This ensures that both vertically and horizontally oriented systems show up correctly without the need to rotate your monitor. If you want to keep the system displaying 'raw' on the screen the way it would have in the arcade, turn this option OFF.
The default is ON (-rotate).
- Example:
mame pacman -norotate
-[no]ror
-[no]rol
Rotate the system screen to the right (clockwise) or left (counter-clockwise) relative to either its normal state (if -rotate is specified) or its native state (if -norotate is specified).
The default for both of these options is OFF (-noror -norol).
- Example 1:
mame pacman -ror- Example 2:
mame pacman -rol
-[no]autoror
-[no]autorol
These options are designed for use with pivoting screens that only pivot in a single direction. If your screen only pivots clockwise, use -autorol to ensure that the system will fill the screen either horizontally or vertically in one of the directions you can handle. If your screen only pivots counter-clockwise, use -autoror.
- Example 1:
mame pacman -autoror- Example 2:
mame pacman -autorol
Tip
If you have a display that can be rotated, -autorol or -autoror will allow you to get a larger display for both horizontal and vertical systems.
-[no]flipx
-[no]flipy
Flip (mirror) the system screen either horizontally (-flipx) or vertically (-flipy). The flips are applied after the -rotate and -ror/-rol options are applied.
The default for both of these options is OFF (-noflipx -noflipy).
- Example 1:
mame -flipx pacman- Example 2:
mame -flipy suprmrio
Core Video Options¶
-video <bgfx|gdi|d3d|opengl|soft|accel|none>
Specifies which video subsystem to use for drawing. Options here depend on the operating system and whether this is an SDL-compiled version of MAME.
Generally Available:
Usingbgfx
specifies the new hardware accelerated renderer.Usingopengl
tells MAME to render video using OpenGL acceleration.Usingnone
displays no windows and does no drawing. This is primarily present for doing CPU benchmarks without the overhead of the video system.On Windows:
Usinggdi
tells MAME to render video using older standard Windows graphics drawing calls. This is the slowest but most compatible option on older versions of Windows.Usingd3d
tells MAME to use Direct3D for rendering. This produces the better quality output thangdi
and enables additional rendering options. It is recommended if you have a semi-recent (2002+) video card or onboard Intel video of the HD3000 line or better.On other platforms (including SDL on Windows):
Usingaccel
tells MAME to render video using SDL's 2D acceleration if possible.Usingsoft
uses software rendering for video output. This isn't as fast or as nice as OpenGL but will work on any platform.Defaults:
The default on Windows isd3d
.The default for Mac OS X isopengl
because OS X is guaranteed to have a compliant OpenGL stack.The default on all other systems issoft
.
- Example:
mame gradius3 -video bgfx
-numscreens <count>
Tells MAME how many output windows or screens to create. For most systems, a single output window is all you need, but some systems originally used multiple screens (e.g. Darius and PlayChoice-10 arcade machines). Some systems with front panel controls and/or status lights also may let you put these in different windows/screens. Each screen (up to 4) has its own independent settings for physical monitor, aspect ratio, resolution, and view, which can be set using the options below.
The default is
1
.
- Example 1:
mame darius -numscreens 3
- Example 2:
mame pc_cntra -numscreens 2
-[no]window / -[no]w
Run MAME in either a window or full screen.
The default is OFF (-nowindow).
- Example:
mame coco3 -window
-[no]maximize / -[no]max
Controls initial window size in windowed mode. If it is set on, the window will initially be set to the maximum supported size when you start MAME. If it is turned off, the window will start out at the closest possible size to the original size of the display; it will scale on only one axis where non-square pixels are used. This option only has an effect when the -window option is used.
The default is ON (-maximize).
- Example:
mame apple2e -window -nomaximize
-[no]keepaspect / -[no]ka
When enabled, MAME preserves the correct aspect ratio for the emulated system's screen(s). This is most often 4:3 or 3:4 for CRT monitors (depending on the orientation), though many other aspect ratios have been used, such as 3:2 (Nintendo Game Boy), 5:4 (some workstations), and various other ratios. If the emulated screen and/or artwork does not fill MAME's screen or Window, the image will be centred and black bars will be added as necessary to fill unused space (either above/below or to the left and right).
When this option is disabled, the emulated screen and/or artwork will be stretched to fill MAME's screen or window. The image will be distorted by non-proportional scaling if the aspect ratio does not match. This is very pronounced when the emulated system uses a vertically-oriented screen and MAME stretches the image to fill a horizontally-oriented screen.
On Windows, when this option is enabled and MAME is running in a window (not full screen), the aspect ratio will be maintained when you resize the window unless you hold the Control (or Ctrl) key on your keyboard. The window size will not be restricted when this option is disabled.
The default is ON (-keepaspect).
The MAME team strongly recommends leaving this option enabled. Stretching systems beyond their original aspect ratio will mangle the appearance of the system in ways that no filtering or shaders can repair.
- Example:
mame sf2ua -nokeepaspect
-[no]waitvsync
Waits for the refresh period on your computer's monitor to finish before starting to draw video to your screen. If this option is off, MAME will just draw to the screen as a frame is ready, even if in the middle of a refresh cycle. This can cause "tearing" artifacts, where the top portion of the screen is out of sync with the bottom portion.
The effect of turning -waitvsync on differs a bit between combinations of different operating systems and video drivers.
On Windows, -waitvsync will block until video blanking before allowing MAME to draw the next frame, limiting the emulated machine's framerate to that of the host display. Note that this option does not work with -video gdi mode in Windows.
On macOS, -waitvsync does not block; instead the most recent completely drawn frame will be displayed at vblank. This means that if an emulated system has a higher framerate than your host display, emulated frames will be dropped periodically resulting in motion judder.
On Windows, you should only need to turn this on in windowed mode. In full screen mode, it is only needed if -triplebuffer does not remove the tearing, in which case you should use -notriplebuffer -waitvsync.
Note that SDL-based MAME support for this option depends entirely on your operating system and video drivers; in general it will not work in windowed mode so -video opengl and fullscreen give the greatest chance of success with SDL builds of MAME.
The default is OFF (-nowaitvsync).
- Example:
mame gradius2 -waitvsync
-[no]syncrefresh
Enables speed throttling only to the refresh of your monitor. This means that the system's actual refresh rate is ignored; however, the sound code still attempts to keep up with the system's original refresh rate, so you may encounter sound problems.
This option is intended mainly for those who have tweaked their video card's settings to provide carefully matched refresh rate options. Note that this option does not work with -video gdi mode.
The default is OFF (-nosyncrefresh).
- Example:
mame mk -syncrefresh
-prescale <amount>
Controls the size of the screen images when they are passed off to the graphics system for scaling. At the minimum setting of 1, the screen is rendered at its original resolution before being scaled. At higher settings, the screen is expanded in both axes by a factor of <amount> using nearest-neighbor sampling before applying filters or shaders. With -video d3d, this produces a less blurry image at the expense of speed.
The default is
1
.This is supported with all video output types (
bgfx
,d3d
, etc) on Windows and is supported with BGFX and OpenGL on other platforms.
- Example:
mame pacman -video d3d -prescale 3
-[no]filter / -[no]d3dfilter / -[no]flt
Enable bilinear filtering on the system screen graphics. When disabled, point filtering is applied, which is crisper but leads to scaling artifacts. If you don't like the filtered look, you are probably better off increasing the -prescale value rather than turning off filtering altogether.
The default is ON (-filter).
This is supported with OpenGL and D3D video on Windows and is ONLY supported with OpenGL on other platforms.
Use
bgfx_screen_chains
in your INI file(s) to adjust filtering with the BGFX video system.
- Example:
mame pacman -nofilter
-[no]unevenstretch
Allow non-integer scaling factors allowing for great window sizing flexability.
The default is ON. (-unevenstretch)
- Example:
mame dkong -nounevenstretch
Core Full Screen Options¶
-[no]switchres
Enables resolution switching. This option is required for the -resolution* options to switch resolutions in full screen mode.
On modern video cards, there is little reason to switch resolutions unless you are trying to achieve the "exact" pixel resolutions of the original systems, which requires significant tweaking. This is also true on LCD displays, since they run with a fixed resolution and switching resolutions on them is just silly. This option does not work with -video gdi and -video bgfx.
The default is OFF (-noswitchres).
- Example:
mame kof97 -video d3d -switchres -resolution 1280x1024
Core Per-Window Options¶
-screen <display>
-screen0 <display>
-screen1 <display>
-screen2 <display>
-screen3 <display>
Specifies which physical monitor on your system you wish to have each window use by default. In order to use multiple windows, you must have increased the value of the -numscreens option. The name of each display in your system can be determined by running MAME with the -verbose option. The display names are typically in the format of:
\\\\.\\DISPLAYn
, where 'n' is a number from 1 to the number of connected monitors.The default value for these options is
auto
, which means that the first window is placed on the first display, the second window on the second display, etc.The -screen0, -screen1, -screen2, -screen3 parameters apply to the specific window. The -screen parameter applies to all windows. The window-specific options override values from the all window option.
- Example 1:
mame pc_cntra -numscreens 2 -screen0 \\.\DISPLAY1 -screen1 \\.\DISPLAY2- Example 2:
mame darius -numscreens 3 -screen0 \\.\DISPLAY1 -screen1 \\.\DISPLAY3 -screen2 \\.\DISPLAY2
Tip
Using -verbose will tell you which displays you have on your system, where they are connected, and what their current resolutions are.
Tip
Multiple Screens may fail to work correctly on some Mac machines as of right now.
-aspect <width:height> / -screen_aspect <num:den>
-aspect0 <width:height>
-aspect1 <width:height>
-aspect2 <width:height>
-aspect3 <width:height>
Specifies the physical aspect ratio of the physical monitor for each window. In order to use multiple windows, you must have increased the value of the -numscreens option. The physical aspect ratio can be determined by measuring the width and height of the visible screen image and specifying them separated by a colon.
The default value for these options is
auto
, which means that MAME assumes the aspect ratio is proportional to the number of pixels in the desktop video mode for each monitor.The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the specific window. The -aspect parameter applies to all windows. The window-specific options override values from the all window option.
- Example 1:
mame contra -aspect 16:9
- Example 2:
mame pc_cntra -numscreens 2 -aspect0 16:9 -aspect1 5:4
-resolution <widthxheight[@refresh]> / -r <widthxheight[@refresh]>
-resolution0 <widthxheight[@refresh]> / -r0 <widthxheight[@refresh]>
-resolution1 <widthxheight[@refresh]> / -r1 <widthxheight[@refresh]>
-resolution2 <widthxheight[@refresh]> / -r2 <widthxheight[@refresh]>
-resolution3 <widthxheight[@refresh]> / -r3 <widthxheight[@refresh]>
Specifies an exact resolution to run in. In full screen mode, MAME will try to use the specific resolution you request. The width and height are required; the refresh rate is optional. If omitted or set to 0, MAME will determine the mode automatically. For example, -resolution 640x480 will force 640x480 resolution, but MAME is free to choose the refresh rate. Similarly, -resolution 0x0@60 will force a 60Hz refresh rate, but allows MAME to choose the resolution. The string
auto
is also supported, and is equivalent to0x0@0
.In window mode, this resolution is used as a maximum size for the window. This option requires the -switchres option as well in order to actually enable resolution switching with -video d3d.
The default value for these options is
auto
.The -resolution0, -resolution1, -resolution2, -resolution3 parameters apply to the specific window. The -resolution parameter applies to all windows. The window-specific options override values from the all window option.
- Example:
mame pc_cntra -numscreens 2 -resolution0 1920x1080 -resolution1 1280x1024
-view <viewname>
-view0 <viewname>
-view1 <viewname>
-view2 <viewname>
-view3 <viewname>
Specifies the initial view setting for each window/screen. The <viewname> does not need to be the full name of a view, MAME will choose the first view with a name that has the <viewname> as a prefix. For example -view "screen 0 pixel" will match the “Screen 0 Pixel Aspect (10:7)” view.
If the <viewname> is
auto
or an empty string, MAME will select views based on the number of emulated screens in the system, the number of windows/screens MAME is using, and the available external and internal artwork. MAME tries to select views so that all emulated screens are visible by default.The default value for these options is
auto
.The -view0, -view1, -view2, -view3 parameters apply to the specific window. The -view parameter applies to all windows. The window-specific options override values from the all windows option.
Note that view settings saved in the configuration file for the machine take precedence over the initial view settings. If you change the selected views in the Video Options menu, this will be saved in the configuration file for the machine and take precedence over any initial views specified in INI files or on the command line.
- Example:
mame contra -view native
Core Artwork Options¶
-[no]artwork_crop / -[no]artcrop
Enable cropping of artwork to the system screen area only. This means that vertically oriented systems running full screen can display their artwork to the left and right sides of the screen. This option can also be controlled via the Video Options menu in the user interface.
The default is OFF -noartwork_crop.
- Example:
mame pacman -artwork_crop
Tip
-artwork_crop is great for widescreen displays. You will get a full-sized system display and the artwork will fill the empty space on the sides as much as possible.
-fallback_artwork
Specifies fallback artwork if no external artwork or internal driver layout is defined. If external artwork for the system is present or a layout is included in the driver for the system, then that will take precedence.
- Example:
mame coco -fallback_artwork suprmrio
Tip
You can use fallback_artwork <artwork name> in
horizontal.ini
and vertical.ini
to specify different
fallback artwork choices for horizontal and vertical systems.
-override_artwork
Specifies override artwork for external artwork and internal driver layout.
- Example:
mame galaga -override_artwork puckman
Core Screen Options¶
-brightness <value>
Controls the default brightness, or black level, of the system screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the brightness for each system screen; this option controls the initial value for all visible system screens. The standard and default value is
1.0
. Selecting lower values (down to 0.1) will produce a darkened display, while selecting higher values (up to 2.0) will give a brighter display.
- Example:
mame pacman -brightness 0.5
-contrast <value>
Controls the contrast, or white level, of the system screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the contrast for each system screen; this option controls the initial value for all visible system screens. The standard and default value is
1.0
. Selecting lower values (down to 0.1) will produce a dimmer display, while selecting higher values (up to 2.0) will give a more saturated display.
- Example:
mame pacman -contrast 0.5
-gamma <value>
Controls the gamma, which produces a potentially nonlinear black to white ramp, for the system screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the gamma for each system screen; this option controls the initial value for all visible system screens. The standard and default value is
1.0
, which gives a linear ramp from black to white. Selecting lower values (down to 0.1) will increase the nonlinearity toward black, while selecting higher values (up to 3.0) will push the nonlinearity toward white.The default is
1.0
.
- Example:
mame pacman -gamma 0.8
-pause_brightness <value>
This controls the brightness level when MAME is paused.
The default value is
0.65
.
- Example:
mame pacman -pause_brightness 0.33
-effect <filename>
Specifies a single PNG file that is used as an overlay over any system screens in the video display. This PNG file is assumed to live in the root of one of the artpath directories. The pattern in the PNG file is repeated both horizontally and vertically to cover the entire system screen areas (but not any external artwork), and is rendered at the target resolution of the system image.
For -video gdi and -video d3d modes, this means that one pixel in the PNG will map to one pixel on your output display. The RGB values of each pixel in the PNG are multiplied against the RGB values of the target screen.
The default is
none
, meaning no effect.
- Example:
mame pacman -effect scanlines
Core Vector Options¶
-beam_width_min <width>
Sets the vector beam minimum width. The beam width varies between the minimum and maximum beam widths as the intensity of the vector drawn changes. To disable vector width changes based on intensity, set the maximum equal to the minimum.
- Example:
mame asteroid -beam_width_min 0.1
-beam_width_max <width>
Sets the vector beam maximum width. The beam width varies between the minimum and maximum beam widths as the intensity of the vector drawn changes. To disable vector width changes based on intensity, set the maximum equal to the minimum.
- Example:
mame asteroid -beam_width_max 2
-beam_intensity_weight <weight>
Sets the vector beam intensity weight. This value determines how the intensity of the vector drawn affects the width. A value of 0 creates a linear mapping from intensity to width. Negative values mean that lower intensities will increase the width toward maximum faster, while positive values will increase the width toward maximum more slowly.
- Example:
mame asteroid -beam_intensity_weight 0.5
-beam_dot_size <scale>
Scale factor to apply to the size of single-point dots in vector games. Normally these are rendered according to the computed beam width; however, it is common for this to produce dots that are difficult to see. The beam_dot_size option applies a scale factor on top of the beam width to help them show up better.
The default is
1
.
- Example:
mame asteroid -beam_dot_size 2
-flicker <value>
Simulates a vector "flicker" effect, similar to a vector monitor that needs adjustment. This option requires a float argument in the range of 0.00 - 100.00 (0=none, 100=maximum).
The default is
0
.
- Example:
mame asteroid -flicker 0.15
Core Video OpenGL Feature Options¶
These options are for compatibility in -video opengl. If you report rendering artifacts you may be asked to try messing with them by the developers, but normally they should be left at their defaults which results in the best possible video performance.
Tip
Examples are not provided for these options as MAMEdev will provide suitable test options in the case of needing them for debugging.
-[no]gl_forcepow2texture
Always use only power-of-2 sized textures.
The default is OFF. (-nogl_forcepow2texture)
-[no]gl_notexturerect
Don't use OpenGL GL_ARB_texture_rectangle.
The default is ON. (-gl_notexturerect)
-[no]gl_vbo
Enable OpenGL VBO (Vertex Buffer Objects), if available.
The default is ON. (-gl_vbo)
-[no]gl_pbo
Enable OpenGL PBO (Pixel Buffer Objects), if available (default
on
)The default is ON. (-gl_pbo)
Core Video OpenGL GLSL Options¶
-[no]gl_glsl
Enable OpenGL GLSL, if available.
The default is OFF (-nogl_glsl).
- Example:
mame galaxian -gl_glsl
-gl_glsl_filter
Use OpenGL GLSL shader-based filtering instead of fixed function pipeline-based filtering.
0-plain, 1-bilinear, 2-bicubic
The default is 1. (-gl_glsl_filter 1)
- Example:
mame galaxian -gl_glsl -gl_glsl_filter 0
-glsl_shader_mame0
-glsl_shader_mame1
...
-glsl_shader_mame9
Set a custom OpenGL GLSL shader effect to the internal systcm screen in the given slot. MAME does not include a vast selection of shaders by default; more can be found online.
- Example:
mame suprmrio -gl_glsl -glsl_shader_mame0 NTSC/NTSC_chain -glsl_shader_mame1 CRT-geom/CRT-geom
-glsl_shader_screen0
-glsl_shader_screen1
...
-glsl_shader_screen9
Set a custom OpenGL GLSL shader effect to the whole scaled-up output screen that will be rendered by your graphics card.MAME does not include a vast selection of shaders by default; more can be found online.
- Example:
mame suprmrio -gl_glsl -glsl_shader_screen0 gaussx -glsl_shader_screen1 gaussy -glsl_shader_screen2 CRT-geom-halation
Core Sound Options¶
-samplerate <value> / -sr <value>
Sets the audio sample rate. Smaller values (e.g. 11025) cause lower audio quality but faster emulation speed. Higher values (e.g. 48000) cause higher audio quality but slower emulation speed.
The default is
48000
.
- Example:
mame galaga -samplerate 44100
-[no]samples
Use samples if available.
The default is ON (-samples).
- Example:
mame qbert -nosamples
-[no]compressor
Enable audio compressor. It temporarily reduces the overall volume when the audio output is overdriven.
The default is ON (-compressor).
- Example:
mame popeye -nocompressor
-volume / -vol <value>
Sets the startup volume. It can later be changed with the user interface (see Keys section). The volume is an attenuation in dB: e.g., "-volume -12" will start with -12dB attenuation.
The default is
0
.
- Example:
mame pacman -volume -30
-sound <dsound | coreaudio | sdl | xaudio2 | portaudio | none>
Specifies which sound subsystem to use. Selecting
none
disables sound output altogether (sound hardware is still emulated).On Windows and Linux, portaudio is likely to give the lowest possible latency, while Mac users will find coreaudio provides the best results.
When using the
sdl
sound subsystem, the audio API to use may be selected by setting the SDL_AUDIODRIVER environment variable. Available audio APIs depend on the operating system. On Windows, it may be necessary to setSDL_AUDIODRIVER=directsound
if no sound output is produced by default.The default is
dsound
on Windows. On Mac,coreaudio
is the default. On all other platforms,sdl
is the default.
- Example:
mame pacman -sound portaudio
Microsoft Windows | dsound | xaudio2 | portaudio | sdl [13]. | none | |
macOS | portaudio | coreaudio | sdl | none | ||
Linux and others | portaudio | sdl | none |
Footnotes
[13] | While SDL is not a supported option on official builds for Windows, you can compile MAME with SDL support on Windows. |
-audio_latency <value>
The exact behavior depends on the selected audio output module. Smaller values provide less audio delay while requiring better system performance. Higher values increase audio delay but may help avoid buffer under-runs and audio interruptions.
The default is
1
.For PortAudio, see the section on -pa_latency.XAudio2 calculates audio_latency as 10ms steps.DSound calculates audio_latency as 10ms steps.CoreAudio calculates audio_latency as 25ms steps.SDL calculates audio_latency as Xms steps.
- Example:
mame galaga -audio_latency 1
Core Input Options¶
-[no]coin_lockout / -[no]coinlock
Enables simulation of the "coin lockout" feature that is implemented on a number of arcade game PCBs. It was up to the operator whether or not the coin lockout outputs were actually connected to the coin mechanisms. If this feature is enabled, then attempts to enter a coin while the lockout is active will fail and will display a popup message in the user interface (in debug mode). If this feature is disabled, the coin lockout signal will be ignored.
The default is ON (-coin_lockout).
- Example:
mame suprmrio -coin_lockout
-ctrlr <controller>
Specifies a controller configuration file, typically used to set more suitable default input assignments for special controllers. Directories specified using the
ctrlrpath
option are searched. Controller configuration files use a similar format to.cfg
used to save system settings. See Controller Configuration Files for more details.The default is
NULL
(no controller configuration file).
- Example:
mame dkong -ctrlr xarcade
-[no]mouse
Controls whether or not MAME makes use of mouse controllers. When this is enabled, you will likely be unable to use your mouse for other purposes until you exit or pause the system.
The default is OFF (-nomouse).
- Example:
mame centiped -mouse
-[no]joystick / -[no]joy
Controls whether or not MAME makes use of joystick/gamepad controllers.
When this is enabled, MAME will ask the system about which controllers are connected.
The default is OFF (-nojoystick).
- Example:
mame mappy -joystick
-[no]lightgun / -[no]gun
Controls whether or not MAME makes use of lightgun controllers. Note that most lightguns map to the mouse, so using -lightgun and -mouse together may produce strange results.
The default is OFF (-nolightgun).
- Example:
mame lethalen -lightgun
-[no]multikeyboard / -[no]multikey
Determines whether MAME differentiates between multiple keyboards. Some systems may report more than one keyboard; by default, the data from all of these keyboards is combined so that it looks like a single keyboard.
Turning this option on will enable MAME to report keypresses on different keyboards independently.
The default is OFF (-nomultikeyboard).
- Example:
mame sf2ceua -multikey
-[no]multimouse
Determines whether MAME differentiates between multiple mice. Some systems may report more than one mouse device; by default, the data from all of these mice is combined so that it looks like a single mouse. Turning this option on will enable MAME to report mouse movement and button presses on different mice independently.
The default is OFF (-nomultimouse).
- Example:
mame warlords -multimouse
-[no]steadykey / -[no]steady
Some systems require two or more buttons to be pressed at exactly the same time to make special moves. Due to limitations in the keyboard hardware, it can be difficult or even impossible to accomplish that using the standard keyboard handling. This option selects a different handling that makes it easier to register simultaneous button presses, but has the disadvantage of making controls less responsive.
The default is OFF (-nosteadykey)
- Example:
mame sf2ua -steadykey
-[no]ui_active
Enable user interface on top of emulated keyboard (if present).
The default is OFF (-noui_active)
- Example:
mame apple2e -ui_active
-[no]offscreen_reload / -[no]reload
Controls whether or not MAME treats a second button input from a lightgun as a reload signal. In this case, MAME will report the gun's position as (0,MAX) with the trigger held, which is equivalent to an offscreen reload.
This is only needed for games that required you to shoot offscreen to reload, and then only if your gun does not support off screen reloads.
The default is OFF (-nooffscreen_reload).
- Example:
mame lethalen -offscreen_reload
-joystick_map <map> / -joymap <map>
Controls how analog joystick values map to digital joystick controls.
Systems such as Pac-Man use a 4-way digital joystick and will exhibit undesired behavior when a diagonal is triggered; in the case of Pac-Man, movement will stop completely at intersections when diagonals are triggered and the game will be considerably harder to play correctly. Many other arcade cabinets used 4-way or 8-way joysticks (as opposed to full analog joysticks), so for true analog joysticks such as flight sticks and analog thumb sticks, this then needs to be mapped down to the expected 4-way or 8-way digital joystick values.
To do this, MAME divides the analog range into a 9x9 grid that looks like this:
insert 9x9 grid picture here
MAME then takes the joystick axis position (for X and Y axes only), maps it to this grid, and then looks up a translation from a joystick map. This parameter allows you to specify the map.
For instance, an 8-way joystick map traditionally looks like this:
insert 8-way map picture here
This mapping gives considerable leeway to the angles accepted for a given direction, so that being approximately in the area of the direction you want will give you the results you want. Without that, if you were slightly off center while holding the stick left, it would not recognize the action correctly.
The default is
auto
, which means that a standard 8-way, 4-way, or 4-way diagonal map is selected automatically based on the input port configuration of the current system.Generally you will want to set up the -joystick_map setting in the per-system
<system>.ini
file as opposed to the mainMAME.INI
file so that the mapping only affects the systems you want it to. See Multiple Configuration Files for further details on per-system configuration.Maps are defined as a string of numbers and characters. Since the grid is 9x9, there are a total of 81 characters necessary to define a complete map. Below is an example map for an 8-way joystick that matches the picture shown above:
777888999777888999777888999444555666444555666444555666111222333111222333111222333 Note that the numeric digits correspond to the keyson a numeric keypad. So '7' maps to up+left, '4' mapsto left, '5' maps to neutral, etc. In addition to thenumeric values, you can specify the character 's',which means "sticky". Sticky map positions will keepthe output the same as the last non-sticky input sentto the system.To specify the map for this parameter, you can specify a string of rows separated by a '.' (which indicates the end of a row), like so:
-joymap 777888999.777888999.777888999.444555666.444555666.444555666.111222333.111222333.111222333 However, this can be reduced using several shorthands supported by the <map> parameter. If information about a row is missing, then it is assumed that any missing data in columns 5-9 are left/right symmetric with data in columns 0-4; and any missing data in columns 0-4 is assumed to be copies of the previous data. The same logic applies to missing rows, except that up/down symmetry is assumed.
By using these shorthands, the 81 character map can be simply specified by this 11 character string: 7778...4445 (which means we then use -joymap 7778...4445)
Looking at the first row, 7778 is only 4 characters long. The 5th entry can't use symmetry, so it is assumed to be equal to the previous character '8'. The 6th character is left/right symmetric with the 4th character, giving an '8'. The 7th character is left/right symmetric with the 3rd character, giving a '9' (which is '7' with left/right flipped). Eventually this gives the full 777888999 string of the row.
The second and third rows are missing, so they are assumed to be identical to the first row. The fourth row decodes similarly to the first row, producing 444555666. The fifth row is missing so it is assumed to be the same as the fourth.
The remaining three rows are also missing, so they are assumed to be the up/down mirrors of the first three rows, giving three final rows of 111222333.
With 4-way games, sticky becomes important to avoid problems with diagonals. Typically you would choose a map that looks something like this:
insert 9x9 4-way sticky grid picture here
This means that if you press left, then roll the stick towards up (without re-centering it) you'll pass through the sticky section in the corner. As you do, MAME will read that sticky corner as left as that's the last non-sticky input it received. As the roll gets into the upward space of the map, this then switches to an up motion.
This map would look somewhat like:
s8888888s4s88888s644s888s6644455566644455566644455566644s222s664s22222s6s2222222s For this mapping, we have a wide range for thecardinal directions on 8, 4, 6, and 2. We have stickyon the meeting points between those cardinaldirections where the appropriate direction isn'tgoing to be completely obvious.To specify the map for this parameter, you can specify a string of rows separated by a '.' (which indicates the end of a row), like so:
-joymap s8888888s.4s88888s6.44s888s66.444555666.444555666.444555666.44s222s66.4s22222s6.s2222222s Like before, because of the symmetry between top and bottom and left and right, we can shorten this down to:
-joymap s8.4s8.44s8.4445
-joystick_deadzone <value> / -joy_deadzone <value> / -jdz <value>
If you play with an analog joystick, the center can drift a little. joystick_deadzone tells how far along an axis you must move before the axis starts to change. This option expects a float in the range of 0.0 to 1.0. Where 0 is the center of the joystick and 1 is the outer limit.
The default is
0.3
.
- Example:
mame sinistar -joystick_deadzone 0.45
-joystick_saturation <value> / joy_saturation <value> / -jsat <value>
If you play with an analog joystick, the ends can drift a little, and may not match in the +/- directions. joystick_saturation tells how far along an axis movement change will be accepted before it reaches the maximum range. This option expects a float in the range of 0.0 to 1.0, where 0 is the center of the joystick and 1 is the outer limit.
The default is
0.85
.
- Example:
mame sinistar -joystick_saturation 1.0
-[no]natural
Allows user to specify whether or not to use a natural keyboard or not. This allows you to start your system in a 'native' mode, depending on your region, allowing compatability for non-"QWERTY" style keyboards.
The default is OFF (-nonatural)
In "emulated keyboard" mode (the default mode), MAME translates pressing/releasing host keys/buttons to emulated keystrokes. When you press/release a key/button mapped to an emulated key, MAME presses/releases the emulated key.
In "natural keyboard" mode, MAME attempts to translate characters to keystrokes. The OS translates keystrokes to characters (similarly when you type into a text editor), and MAME attempts to translate these characters to emulated keystrokes.
There are a number of unavoidable limitations in "natural keyboard" mode:
- The emulated system driver and/or keyboard device or has to support it.
- The selected keyboard must match the keyboard layout selected in the emulated OS!
- Keystrokes that don't produce characters can't be translated. (e.g. pressing a modifier on its own such as shift, ctrl, or alt)
- Holding a key until the character repeats will cause the emulated key to be pressed repeatedly as opposed to being held down.
- Dead key sequences are cumbersome to use at best.
- It won't work at all if IME edit is involved. (e.g. for Chinese/Japanese/Korean)
- Example:
mame coco2 -natural
-[no]joystick_contradictory
Enable contradictory direction digital joystick input at the same time such as Left and Right or Up and Down at the same time.
The default is OFF (-nojoystick_contradictory)
- Example:
mame pc_smb -joystick_contradictory
-coin_impulse [n]
Set coin impulse time based on n (n<0 disable impulse, n==0 obey driver, 0<n set time n).
Default is
0
.
- Example:
mame contra -coin_impulse 1
Core Input Automatic Enable Options¶
-paddle_device ( none
| keyboard
| mouse
| lightgun
| joystick
)
-adstick_device ( none
| keyboard
| mouse
| lightgun
| joystick
)
-pedal_device ( none
| keyboard
| mouse
| `lightgun
| joystick
)
-dial_device ( none
| keyboard
| mouse
| lightgun
| joystick
)
-trackball_device ( none
| keyboard
| mouse
| lightgun
| joystick
)
-lightgun_device ( none
| keyboard
| mouse
| lightgun
| joystick
)
-positional_device ( none
| keyboard
| mouse
| lightgun
| joystick
)
-mouse_device ( none
| keyboard
| mouse
| lightgun
| joystick
)
Each of these options controls autoenabling the mouse, joystick, or lightgun depending on the presence of a particular class of analog control for a particular system. For example, if you specify the option -paddle mouse, then any game that has a paddle control will automatically enable mouse controls just as if you had explicitly specified -mouse.
- Example:
mame sbrkout -paddle_device mouse
Tip
Note that these controls override the values of -[no]mouse, -[no]joystick, etc.
Debugging Options¶
-[no]verbose / -[no]v
Displays internal diagnostic information. This information is very useful for debugging problems with your configuration.
The default is OFF (-noverbose).
- Example:
mame polepos -verbose
Tip
IMPORTANT: When reporting bugs to MAMEdev, please run with -verbose and include the resulting information.
-[no]oslog
Output
error.log
messages to the system diagnostic output, if one is present.By default messages are sent to the standard error output (this is typically displayed in the terminal or command prompt window, or saved to a system log file). On Windows, if a debugger is attached (e.g. the Visual Studio debugger or WinDbg), messages will be sent to the debugger instead.
The default is OFF (-nooslog).
- Example:
mame mappy -oslog
-[no]log
Creates a file called error.log which contains all of the internal log messages generated by the MAME core and system drivers. This can be used at the same time as -oslog to output the log data to both targets as well.
The default is OFF (-nolog).
- Example 1:
mame qbert -log- Example 2:
mame qbert -oslog -log
-[no]debug
Activates the integrated debugger. By default, pressing the backtick/tilde (~) key during emulation breaks into the debugger. MAME also breaks into the debugger after the initial soft reset on startup if the debugger is active. See MAME Debugger for information on using the debugger.
The default is OFF (-nodebug).
- Example:
mame indy_4610 -debug
-debugger <module>
Chooses the module to use for debugging the target system when the debug option is on. Available debugger modules depend on the host platform and build options.
Supported debugger modules:
- windows
- Win32 GUI debugger (default on Windows). Only supported on Windows.
- qt
- Qt GUI debugger (default on Linux). Supported on Windows, Linux and macOS, but only included on Linux by default. Set
USE_QTDEBUG=1
when compiling MAME to include the Qt debugger on Windows or macOS.- osx
- Cocoa GUI debugger (default on macOS). Only supported on macOS.
- imgui
- ImgUi GUI debugger displayed in first MAME window. Requires video option to be set to bgfx. Supported on all platforms with BGFX video output support.
- gdbstub
- Acts as a remote debugging server for the GNU debugger (GDB). Only a small subset of the CPUs emulated by MAME are supported. Use the debugger_port option to set the listening port on the loopback interface. Supported on all platforms with TCP socket support.
- Example:
mame ambush -debug -debugger qt
-debugscript <filename>
Specifies a file that contains a list of debugger commands to execute immediately upon startup.
The default is
NULL
(no commands).
- Example:
mame galaga -debug -debugscript testscript.txt
-[no]update_in_pause
Enables updating of the main screen bitmap while the system is paused. This means that the video update callback will be called repeatedly while the emulation is paused, which can be useful for debugging.
The default is OFF (-noupdate_in_pause).
- Example:
mame indy_4610 -update_in_pause
-watchdog <duration> / -wdog <duration>
Enables an internal watchdog timer that will automatically kill the MAME process if more than <duration> seconds passes without a frame update. Keep in mind that some systems sit for a while during load time without updating the screen, so <duration> should be long enough to cover that.
10-30 seconds on a modern system should be plenty in general.
By default there is no watchdog.
- Example:
mame ibm_5150 -watchdog 30
-debugger_port <port>
Set the TCP port number to listen on for GDB connections when using the GDB stub debugger module (see the debugger option).
The default is
23946
.
- Example:
mame rfjet -debug -debugger gdbstub -debugger_port 2159
-debugger_font <fontname> / -dfont <fontname>
Specifies the name of the font to use for debugger windows.
The Windows default font isLucida Console
.The Mac (Cocoa) default font is system fixed-pitch font default (typicallyMonaco
).The Qt default font isCourier New
.
- Example:
mame marble -debug -debugger_font "Comic Sans MS"
-debugger_font_size <points> / -dfontsize <points>
Specifies the size of the font to use for debugger windows, in points.
The Windows default size is9
points.The Qt default size is11
points.The Mac (Cocoa) default size is the system default size.
- Example:
mame marble -debug -debugger_font "Comic Sans MS" -debugger_font_size 16
Core Communication Options¶
-comm_localhost <string>
Local address to bind to. This can be a traditional
xxx.xxx.xxx.xxx
address or a string containing a resolvable hostname.The default is value is
0.0.0.0
(which binds to all local IPv4 addresses).
- Example:
mame arescue -comm_localhost 192.168.1.2
-comm_localport <string>
Local port to bind to. This can be any traditional communications port as an unsigned 16-bit integer (0-65535).
The default value is
15122
.
- Example:
mame arescue -comm_localhost 192.168.1.2 -comm_localport 30100
-comm_remotehost <string>
Remote address to connect to. This can be a traditional xxx.xxx.xxx.xxx address or a string containing a resolvable hostname.
The default is value is "
0.0.0.0
" (which binds to all local IPv4 addresses).
- Example:
mame arescue -comm_remotehost 192.168.1.2
-comm_remoteport <string>
Remote port to connect to. This can be any traditional communications port as an unsigned 16-bit integer (0-65535).
The default value is "
15122
".
- Example:
mame arescue -comm_remotehost 192.168.1.2 -comm_remoteport 30100
-[no]comm_framesync
Synchronize frames between the communications network.
The default is OFF (-nocomm_framesync).
- Example:
mame arescue -comm_remotehost 192.168.1.3 -comm_remoteport 30100 -comm_framesync
Core Misc Options¶
-[no]drc
Enable DRC (dynamic recompiler) CPU core if available for maximum speed.
The default is ON (-drc).
- Example:
mame ironfort -nodrc
-[no]drc_use_c
Force DRC to use the C code backend.
The default is OFF (-nodrc_use_c).
- Example:
mame ironfort -drc_use_c
-[no]drc_log_uml
Write DRC UML disassembly log.
The default is OFF (-nodrc_log_uml).
- Example:
mame ironfort -drc_log_uml
-[no]drc_log_native
Write DRC native disassembly log.
The default is OFF (-nodrc_log_native).
- Example:
mame ironfort -drc_log_native
-bios <biosname>
Specifies the specific BIOS to use with the current system, for systems that make use of a BIOS. The -listxml output will list all of the possible BIOS names for a system.
The default is
default
.
- Example:
mame mslug -bios unibios33
-[no]cheat / -[no]c
Activates the cheat menu with autofire options and other tricks from the cheat database, if present. This also activates additional options on the slider menu for overclocking/underclocking.
Be advised that savestates created with cheats on may not work correctly with this turned off and vice-versa.
The default is OFF (-nocheat).
- Example:
mame dkong -cheat
-[no]skip_gameinfo
Forces MAME to skip displaying the system info screen.
The default is OFF (-noskip_gameinfo).
- Example:
mame samsho5 -skip_gameinfo
-uifont <fontname>
Specifies the name of a font file to use for the UI font. If this font cannot be found or cannot be loaded, the system will fall back to its built-in UI font. On some platforms fontname can be a system font name instead of a BDF font file.
The default is
default
(use the OSD-determined default font).
- Example:
mame -uifont "Comic Sans MS"
-ui <type>
Specifies the type of UI to use, either
simple
orcabinet
.The default is Cabinet (-ui cabinet).
- Example:
mame -ui simple
-ramsize [n]
Allows you to change the default RAM size (if supported by driver).
- Example:
mame coco -ramsize 16K
-[no]confirm_quit
Display a Confirm Quit dialog to screen on exit, requiring one extra step to exit MAME.
The default is OFF (-noconfirm_quit).
- Example:
mame pacman -confirm_quit
-[no]ui_mouse
Displays a mouse cursor when using the built-in UI for MAME.
The default is (-noui_mouse).
- Example:
mame -ui_mouse
-language <language>
Specify a localization language found in the
languagepath
tree.
- Example:
mame -language Japanese
-[no]nvram_save
Save the NVRAM contents when exiting machine emulation. By turning this off, you can retain your previous NVRAM contents as any current changes made will not be saved. Turning this option off will also unconditionally suppress the saving of .nv files associated with some types of software cartridges.
The default is ON (-nvram_save).
- Example:
mame galaga88 -nonvram_save
Scripting Options¶
-autoboot_command "<command>"
Command string to execute after machine boot (in quotes " "). To issue a quote to the emulation, use """ in the string. Using \n will issue a create a new line, issuing what was typed prior as a command.
This works only with systems that support natural keyboard mode.
- Example:
mame c64 -autoboot_delay 5 -autoboot_command "load """$""",8,1\n"
-autoboot_delay [n]
Timer delay (in seconds) to trigger command execution on autoboot.
- Example:
mame c64 -autoboot_delay 5 -autoboot_command "load """$""",8,1\n"
-autoboot_script / -script [filename.lua]
File containing scripting to execute after machine boot.
- Example:
mame ibm5150 -autoboot_script myscript.lua
-[no]console
Enables emulator Lua Console window.
The default of OFF (-noconsole).
- Example:
mame ibm5150 -console
-plugins
Enable the use of Lua Plugins.
The default is ON (-plugins).
- Example:
mame apple2e -plugins
-plugin [plugin shortname]
A list of Lua Plugins to enable, comma separated.
- Example:
mame alcon -plugin cheat,discord,autofire
-noplugin [plugin shortname]
A list of Lua Plugins to disable, comma separated.
- Example:
mame alcon -noplugin cheat
HTTP Server Options¶
-[no]http
Enable HTTP server.
The default is OFF (-nohttp).
- Example:
mame -http
-http_port <port>
Choose HTTP server port.
The default is
8080
.
- Example:
mame apple2 -http -http_port 6502
-http_root <rootfolder>
Choose HTTP server document root.
The default is
web
.
- Example:
mame apple2 -http -http_port 6502 -http_root c:\users\me\appleweb\root
PortAudio Options¶
-pa_api API
Choose which API that PortAudio should use to talk to your sound hardware. You can use -verbose to see which APIs are available.
The default is
none
.
- Example 1:
mame -sound portaudio -verbose Attempting load of mame.ini ... PortAudio: API MME has 20 devices PortAudio: MME: " - Input" PortAudio: MME: "Microphone (3- USB Camera-B4.09" PortAudio: MME: "Line (AVerMedia Live Gamer HD 2" PortAudio: MME: "Digital Audio Interface (AVerMe" PortAudio: MME: "Headset Microphone (Razer Krake" ... PortAudio: MME: " - Output" PortAudio: MME: "Headset Earphone (Razer Kraken " PortAudio: MME: "Digital Audio (S/PDIF) (High De" PortAudio: MME: "NX-EDG27 (NVIDIA High Definitio" ... PortAudio: API Windows DirectSound has 20 devices PortAudio: Windows DirectSound: "Primary Sound Capture Driver" PortAudio: Windows DirectSound: "Headset Microphone (Razer Kraken 7.1 V2)" PortAudio: Windows DirectSound: "Primary Sound Driver" (default) PortAudio: Windows DirectSound: "Headset Earphone (Razer Kraken 7.1 V2)" PortAudio: Windows DirectSound: "Digital Audio (S/PDIF) (High Definition Audio Device)" PortAudio: Windows DirectSound: "NX-EDG27 (NVIDIA High Definition Audio)" ... PortAudio: API Windows WASAPI has 18 devices PortAudio: Windows WASAPI: "Headset Earphone (Razer Kraken 7.1 V2)" PortAudio: Windows WASAPI: "Digital Audio (S/PDIF) (High Definition Audio Device)" PortAudio: Windows WASAPI: "NX-EDG27 (NVIDIA High Definition Audio)" PortAudio: Windows WASAPI: "Headset Microphone (Razer Kraken 7.1 V2)" ... PortAudio: API Windows WDM-KS has 22 devices PortAudio: Windows WDM-KS: "Output (NVIDIA High Definition Audio)" PortAudio: Windows WDM-KS: "SPDIF Out (HD Audio SPDIF out)" PortAudio: Windows WDM-KS: "Headset Microphone (Razer Kraken 7.1 V2)" PortAudio: Windows WDM-KS: "Headset Earphone (Razer Kraken 7.1 V2)" PortAudio: Windows WDM-KS: "Microphone (VDVAD Wave)" PortAudio: Windows WDM-KS: "Speakers (VDVAD Wave)" ... PortAudio: Sample rate is 48000 Hz, device output latency is 218.67 ms PortAudio: Allowed additional buffering latency is 18.00 ms/864 frames- Example 2:
mame suprmrio -sound portaudio -pa_api "Windows WASAPI"
-pa_device device
Choose which sound device to output through. This would typically be one of the outputs on your sound card or a USB headset.
The default is
none
.
- Example:
mame suprmrio -sound portaudio -pa_api "Windows WASAPI" -pa_device "NX-EDG27 (NVIDIA High Definition Audio)"
-pa_latency latency
Choose the buffer size for PortAudio output; this is specified in seconds. Lower numbers have less latency but may increase stutter in the sound. Decimal places are supported. Try starting from 0.20 and decrease or increase until you find the best number your hardware and OS are capable of handling.
The default is
0
.
- Example:
mame suprmrio -sound portaudio -pa_api "Windows WASAPI" -pa_device "NX-EDG27 (NVIDIA High Definition Audio)" -pa_latency 0.20
Windows-Specific Commandline Options¶
This section contains configuration options that are specific to the native (non-SDL) Windows version of MAME.
Performance options¶
-priority <priority>
Sets the thread priority for the MAME threads. By default the priority is left alone to guarantee proper cooperation with other applications. The valid range is -15 to 1, with 1 being the highest priority. The default is 0 (NORMAL priority).
-profile [n]
Enables profiling, specifying the stack depth of [n] to track.
Full screen options¶
-[no]triplebuffer / -[no]tb
Enables or disables "triple buffering". Normally, MAME just draws directly to the screen, without any fancy buffering. But with this option enabled, MAME creates three buffers to draw to, and cycles between them in order. It attempts to keep things flowing such that one buffer is currently displayed, the second buffer is waiting to be displayed, and the third buffer is being drawn to. -triplebuffer will override -waitvsync, if the buffer is successfully created. This option does not work with -video gdi. The default is OFF (-notriplebuffer).
-full_screen_brightness <value> / -fsb <value>
Controls the brightness, or black level, of the entire display. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a darkened display, while selecting higher values (up to 2.0) will give a brighter display. Note that not all video cards have hardware to support this option. This option does not work with -video gdi. The default is1.0
.
-full_screen_contrast <value> / -fsc <value>
Controls the contrast, or white level, of the entire display. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a dimmer display, while selecting higher values (up to 2.0) will give a more saturated display. Note that not all video cards have hardware to support this option. This option does not work with -video gdi. The default is1.0
.
-full_screen_gamma <value> / -fsg <value>
Controls the gamma, which produces a potentially nonlinear black to white ramp, for the entire display. The standard value is 1.0, which gives a linear ramp from black to white. Selecting lower values (down to 0.1) will increase the nonlinearity toward black, while selecting higher values (up to 3.0) will push the nonlinearity toward white. Note that not all video cards have hardware to support this option. This option does not work with -video gdi. The default is1.0
.
Input device options¶
-[no]dual_lightgun / -[no]dual
Controls whether or not MAME attempts to track two lightguns connected at the same time. This option requires -lightgun. This option is a hack for supporting certain older dual lightgun setups. If you have multiple lightguns connected, you will probably just need to enable -mouse and configure each lightgun independently. The default is OFF (-nodual_lightgun).
SDL-Specific Commandline Options¶
This section contains configuration options that are specific to any build supported by SDL (including Windows where compiled as SDL instead of native).
Performance Options¶
-[no]sdlvideofps
Enable output of benchmark data on the SDL video subsystem, including your system’s video driver, X server (if applicable), and OpenGL stack in -video opengl mode.
Video Options¶
-[no]centerh
Center horizontally within the view area. Default is ON (-centerh).
-[no]centerv
Center vertically within the view area. Default is ON (-centerv).
Video Soft-Specific Options¶
-scalemode
Scale mode: none, async, yv12, yuy2, yv12x2, yuy2x2 (-video soft only). Default is none.
SDL Keyboard Mapping¶
-keymap
Enable keymap. Default is OFF (-nokeymap)
-keymap_file <file>
Keymap file name. Default iskeymap.dat
.
SDL Joystick Mapping¶
-sixaxis
Use special handling for PlayStation 3 SixAxis controllers. Default is OFF (-nosixaxis)
SDL Lightgun Mapping¶
Device name or ID mapped to a given lightgun slot.
SDL Low-level Driver Options¶
-videodriver <driver>
SDL video driver to use ('x11', 'directfb', ... or 'auto' for SDL default)
-audiodriver <driver>
SDL audio driver to use ('alsa', 'arts', ... or 'auto' for SDL default)
-gl_lib <driver>
Alternative libGL.so to use; 'auto' for system default
Commandline Index¶
This is a complete index of all commandline options and commands for MAME, suitable for quickly finding a given command.
Universal Commandline Options¶
This section contains configuration options that are applicable to all MAME sub-builds (both SDL and Windows native).
Configuration Verbs¶
Frontend Verbs¶
OSD CLI Verbs¶
Configuration Options¶
Core Search Path Options¶
Core Output Directory Options¶
Core State/Playback Options¶
Core Performance Options¶
Core Rotation Options¶
Core Video Options¶
Core Full Screen Options¶
Core Per-Window Video Options¶
Core Artwork Options¶
Core Screen Options¶
Core Vector Options¶
Core Video OpenGL Debugging Options¶
Core Video OpenGL GLSL Options¶
Core Sound Options¶
Core Input Options¶
Core Input Automatic Enable Options¶
Core Debugging Options¶
Core Communication Options¶
Core Misc Options¶
Scripting Options¶
PortAudio Options¶
SDL-Specific Commandline Options¶
This section contains configuration options that are specific to any build supported by SDL (including Windows where compiled as SDL instead of native).
SDL Performance Options¶
SDL Video Options¶
SDL Keyboard Mapping¶
SDL Lightgun Mapping¶
SDL Low-level Driver Options¶
Plugins¶
Introduction¶
MAME supports plugins that can provide additional functionality. Plugins have been written to communicate with external programs, play games automatically, display internal game structures like hitboxes, provide alternate user interfaces, and automatically test emulation. See Scripting MAME via Lua for more information about MAME’s Lua API.
Using plugins¶
To enable plugins, you need to turn on the plugins option, and make sure the pluginspath option includes the folder where your plugins are stored. You can set the plugins option in an INI file or on the command line. You can set the pluginspath option by selecting Configure Options from the system selection menu, then selecting Configure Directories, and then selecting Plugins (you can also set it in an INI file or on the command line).
Many plugins need to store settings and/or data. The homepath option sets the folder where plugins should save data (defaults to the working directory). You can change this by selecting Configure Options from the system selection menu, thens selecting Configure Directories, and then selecting Plugin Data.
To turn individual plugins on or off, first make sure plugins are enabled, then select Configure Options from the system selection menu, and then select Plugins. You will need to completely exit MAME and start it again for changes to the enabled plugins to take effect. You can also use the plugin option on the command line, or change the settings in the plugin.ini file.
If an enabled plugin needs additional configuration, or if it needs to show information, a Plugin Options item will appear in the main menu (accessed by pressing Tab during emulation by default).
Included plugins¶
MAME includes several plugins providing useful functionality, and serving as sample code that you can use as a starting point when writing your own plugins.
Autofire Plugin¶
Introduction¶
The autofire plugin allows you to simulate repeatedly pressing an emulated button by holding down a key or button combination. This can help people with certain disabilities or injuries play shooting games, and may help reduce the risk of repetitive strain injuries (or keyboard damage).
To configure the autofire plugin, activate the main menu (press Tab during emulation by default), select Plugin Options, and then select Autofire. Configured autofire buttons for the current system are listed, along with their repetition rates and activation hotkeys (initially there will be no autofire buttons configured). Select an autofire button to change settings, or choose Add autofire button to set up a new autofire button. See Autofire buttons settings for details on setting up an autofire button. You can delete an autofire button by highlighting it in the menu and pressing the UI Clear key (Del/Delete/Forward Delete on the keyboard by default).
Autofire settings are saved in the autofire folder in the plugin data
folder (see the homepath option). A file is
created for each system with autofire buttons configured, named according to the
system’s short name (or ROM set name), with the extension .cfg
. For
example, autofire settings for Super-X will be saved in the file superx.cfg
in the autofire folder in your plugin data folder. The autofire settings
are stored in JSON format.
Autofire buttons settings¶
The options for adding a new autofire button or modifying an existing autofire button are the same.
Select Input to set the emulated button that you want to simulate pressing repeatedly. Currently, only player buttons are supported. Typically you’ll set this to the primary fire button for shooting games. This is most often P1 Button 1 or the equivalent for another player, but it might have have a different name. On Konami’s Gradius games, P1 Button 2 is the primary fire button.
Select Hotkey to set the control (or combination of controls) you’ll use to activate the autofire button. This can be any combination that MAME supports for activating a digital input.
On frames and Off frames are the number of consecutive emulated video frames that the emulated button will be held and released for, respectively. Adjust the value with the UI Left/Right keys, or click the arrows. Press the UI Clear key to reset the values to one frame. Lower values correspond to pressing the button at a faster rate. Depending on how fast the system reads inputs, you may need higher numbers than 1 for the system to recognise the button being released and pressed again (e.g. 2 on frames and 2 off frames works for Alcon). Experiment with different values to get the best effect.
When adding a new autofire button, there is a Cancel option that changes to Create after you set the input and hotkey. Select Create to finish creating the autofire button and return to the list of autofire buttons. The new autofire button will be added at the end of the list. Press the UI Cancel key (Escape/Esc on the keyboard by default), or select Cancel before setting the input/hotkey, to return to the previous menu without creating the new autofire button.
When modifying an existing autofire button, select Done or press the UI Cancel key to return to the list of autofire buttons. Changes take effect immediately.
Notes and potential pitfalls¶
Autofire buttons act as if they’re wired in parallel with MAME’s regular controls. This means that if you set the activation hotkey for an autofire button to a button or key that’s also assigned to one of the emulated inputs directly, you may get unexpected results. Using Gradius as an example:
- Suppose you set button 1 on your controller to fire, and set an autofire hotkey to button 1 as well. Holding the button down to shoot will not trigger the autofire effect: the button will never be released as you’re holding the non-autofire button 1 down. This will also happen if you set a different button as autofire (say, button 3 in this case), and hold button 1 down while also pressing button 3.
- If you set button 3 on your controller to autofire and assign button 3 to powerup as well, you will trigger the powerup action every time you grab a powerup because the powerup button is also being held down along with the autofire button.
It is recommended that you choose control combinations for autofire hotkeys that are not assigned to any other emulated inputs in the system.
Autofire is not necessarily desirable in all situations. For example using autofire in Super-X with the blue “lightning” weapon equipped at high power levels will only produce a single beam, greatly reducing the weapon’s effectiveness. The fire button must be held down to produce all beams. Some shooting games (e.g. Raiden Fighters) require the primary fire button to be held down for a charged special attack. This means it’s often necessary to have a non-autofire input for the primary fire button assigned to play effectively.
Console Plugin¶
The console plugin provides functionality for MAME’s interactive Lua console. It is not used directly. Use the console option to activate the interactive Lua console. See Scripting MAME via Lua for more information about MAME’s Lua API.
Data Plugin¶
The data plugin loads information from various external support files so it can be displayed in MAME. If the plugin is enabled, info is show in the Infos tab of the right-hand pane on the system and software selection menus. The info viewer can be shown by clicking the toolbar button on the system and software selection menus, or by choosing External DAT View from the main menu during emulation (this menu item will not appear if the data plugin is not enabled, or if no information is available for the emulated system).
To set the folders where the data plugin looks for supported files, choose
Configure Options on the system selection menu, then choose
Configure Directories, and then choose DATs. You can also set the
historypath
option in your ui.ini file.
Loading large data files like history.xml can take quite a while, so please be patient the first time you start MAME after updating or adding new data files.
The following files are supported:
- history.xml
- From Gaming-History (formerly Arcade-History)
- mameinfo.dat
- From MASH’s MAMEINFO
- messinfo.dat
- From progetto-SNAPS MESSINFO.dat
- gameinit.dat
- From progetto-SNAPS GameInit.dat
- command.dat
- from progetto-SNAPS Command.dat
- score3.htm
- Top Scores from the MAME Action Replay Page
- Japanese mameinfo.dat and command.dat
- From MAME E2J
- sysinfo.dat
- From the defunct Progetto EMMA site
- story.dat
- From the defunct MAMESCORE site
If you install hi2txt, the data plugin can also show high scores from non-volatile memory or saved by the hiscore support plugin for supported games.
Note that you can only use a single file of each type at a time. You cannot, for example, use the English and Japanese mameinfo.dat files simultaneously.
The data plugin creates a history.db file in the data folder in the plugin data folder (see the homepath option). This file stores the information from the support files in a format suitable for rapid loading. It uses the SQLite3 database format.
Discord Presence Plugin¶
The Dicord presence plugin works with the Discord app for Windows, macOS or Linux to set your activity to show what you’re doing in MAME. The activity is set to In menu if you’re using the system or software selection menu, Playing if emulation is running, or Paused if emulation is paused. The details are set to show the system name and software description if applicable.
Dummy Test Plugin¶
This is a sample plugin that shows how to set necessary plugin metadata, register callbacks, and display a simple menu. It prints status messages if the verbose option is on, and it adds a Dummy option to the Plugin Options menu.
GDB Stub Plugin¶
The GDB stub plugin acts as a remote debugging server for the GNU debugger (GDB). This allows you to connect to MAME and debug supported systems using GDB. The plugin listens for connections on port 2159 on the IPv4 loopback address (127.0.0.1). Only Intel 80386 (i386) family processors are supported.
See the debugger option for another GDB remote debugging implementation with support for more CPUs and configurable listening ports.
Hiscore Support Plugin¶
The hiscore support plugin saves and restores high scores for games that did not originally save high scores in non-volatile memory. Note that this plugin modifies the contents of memory directly with no coordination with the emulated software, and hence changes behaviour. This may have undesirable effects, including broken gameplay or causing the emulated software to crash.
The plugin includes a hiscore.dat file that contains the information on how to save and restore high scores for supported systems. This file must be kept up-to-date when system definitions change in MAME.
High scores can be saved automatically either on exit, or a few seconds after they’re updated in memory. To change the setting, activate the main menu (press Tab during emulation by default), select Plugin Options, and then select Hiscore Support. Change the Save scores option by highlighting it and using the UI Left/Right keys, or clicking the arrows.
High score data is saved in the hiscore folder in the plugin data folder
(see the homepath option). A file with a
name corresponding the system short name (or ROM set name) with the extension
.hi
. For example, high scores for the game Moon Cresta will be saved in the
file mooncrst.hi in the hiscore folder in your plugin data folder. The
settings for the hiscore support plugin are stored in the file plugin.cfg in
the hiscore folder in the plugin data folder (this file is in JSON format).
Input Macro Plugin¶
Introduction¶
The input macro plugin allows you to trigger a sequence of emulated input actions with a key or button combination. This can help people with disabilities or injuries that make some input sequences difficult. It can also be used as a way to cheat in games that require rapid sequences of inputs, like the running events in Track & Field, or the eating minigame in Daisu-Kiss.
To configure the input macro plugin, activate the main menu (press Tab during emulation by default), select Plugin Options, and then select Input Macros. Configured input macros for the current system are listed, along with their activation sequences (initially there will be no input macros configured). Select a macro to edit it, or choose Add macro to set up a new input macro. See Editing input macros for details on editing input macros. You can delete an input macro by highlighting it in the menu and pressing the UI Clear key (Del/Delete/Forward Delete on the keyboard by default).
Input macros are saved in the inputmacro folder in the plugin data folder
(see the homepath option). A file is created
for each system with input macros configured, named according to the system’s
short name (or ROM set name), with the extension .cfg
. For example, input
macros for Daisu-Kiss will be saved in the file daiskiss.cfg in the
inputmacro folder in your plugin data folder. The input macros are stored
in JSON format.
Editing input macros¶
The options for editing input macros are the same whether you’re creating a new macro or editing an existing macro. Input macros consist of a sequence of steps. Each step optionally waits for a configurable delay, then activates one or more emulated inputs for a specified duration. You can choose what should happen if the activation sequence is still held when the final step of the macro completes: the emulated inputs can be released, the final step can be prolonged, or the macro can loop back to any step in the sequence.
The settings in first section of the macro editing menu apply to the macro as a whole:
- The Name will be used in the list of input macros, so it helps to make it descriptive. Press the UI Select key (Return/Enter on the keyboard or the first button on the first joystick by default) to edit the current name, or press the UI Clear key to type a new name. Press the UI Select key before moving to another menu item to save the new name; press the UI Cancel key (Escape/Esc on the keyboard by default) to change discard the new name.
- Select Activation combination to set the control (or combination of controls) you want to use to activate the macro. Keep in mind that regular input assignments still apply, so you will probably want to use a combination that isn’t being used for any other emulated input in the system.
- Set On release to specify what should happen if the activation sequence is released before the macro completes. When set to Stop immediately, any emulated inputs activated by the macro will be released immediately, and no further steps will be processed; when set to Complete macro, the macro will continue to be processed until the end of the final step.
- Set When held to specify what should happen if the activation sequence is held after the final step of the macro completes. When set to Release, any inputs activated by the macro will be released, and the macro will not be reactivated until the activation sequence is released and pressed again; when set to Prolong step <n> where <n> is the number of the final step of the macro, the emulated inputs activated by the final step of the macro will remain active until the activation sequence is released; when set to Loop to step <n> where <n> is a step number, macro processing will return to that step, including its delay, if the activation sequence is held after the final step completes.
Each step has delay, duration and input settings:
- Set the Delay to the number of emulated video frame intervals to wait before activating the inputs for the step. During the delay, no emulated inputs will be activated by the macro. You can reset the setting to zero by pressing the UI Clear key.
- Set the Duration to the number of emulated video frame intervals to hold the emulated inputs for the step active before moving to the next step (or completing the macro in the case of the final step). You can reset the setting to one frame by pressing the UI Clear key.
- Set the Input settings to the emulated inputs to activate for the step. Only non-toggle digital inputs are supported. Select Add input to set multiple inputs for a step (this option will only appear after you set the first input for the initially created step when creating a new macro). If the step has multiple inputs, you can highlight an input on the menu and press the UI Clear key to delete it (all steps must have at least one input, so you can’t delete the only input for a step).
- If the macro has multiple steps, you can select Delete step to delete a step (this options does not appear if the macro only has a single step). Remember to check that the On release and When held settings are correct after deleting steps.
To add a step to the macro, highlight Add step at position (below the existing steps), use the UI Left/Right keys or click the arrows to set the position where you’d like to insert the new step, and then press the UI Select key (or double-click the menu item) to add the new step. You will be prompted to set the first input for the new step. Remember to check the On release and When held settings after adding steps. The Add step at position item will only appear after you set the first input for the initially created step when creating a new macro.
When creating a new macro, there is a Cancel option that changes to Create after you set the activating sequence and the first input for the initially created step. Select Create to finish creating the macro and return to the list of input macros. The new macro will be added at the end of the list. Press the UI Cancel key, or select Cancel before setting the activation sequence/input, to return to the previous menu without creating the new macro.
When editing an existing macro, select Done or press the UI Cancel key to return to the list of input macros. Changes take effect immediately.
Example macros¶
Raiden autofire¶
This provides player 1 autofire functionality using the space bar. The same thing could be achieved using the Autofire Plugin, but this demonstrates a simple looping macro:
- Name: P1 Autofire
- Activation combination: Kbd Space
- On release: Stop immediately
- When held: Loop to step 2
- Step 1:
- Delay (frames): 0
- Duration (frames): 2
- Input 1: P1 Button 1
- Step 2:
- Delay (frames): 4
- Duration (frames): 2
- Input 1: P1 Button 1
The first step has no delay so that firing begins as soon as the space bar is pressed. The second step has sufficient delay to ensure the game recognises the button being pressed and released again. The second step is repeated as long as the space bar is held down.
Track & Field sprint cheat¶
This allows you to run in Konami Track & Field by holding a single button. This takes most of the skill (and fun) out of the game:
- Name: P1 Sprint
- Activation combination: Kbd Shift
- On release: Stop immediately
- When held: Loop to step 2
- Step 1:
- Delay (frames): 0
- Duration (frames): 1
- Input 1: P1 Button 1
- Step 2:
- Delay (frames): 1
- Duration (frames): 1
- Input 1: P1 Button 3
- Step 3:
- Delay (frames): 1
- Duration (frames): 1
- Input 1: P1 Button 1
This macro rapidly alternates pressing buttons 1 and 3 – the pattern required to run in the game.
Street Fighter II Shoryuken¶
This macro allows you to perform a right-facing Shōryūken (Dragon Punch) by pressing a single key:
- Name: 1P Shoryuken LP
- Activation combination: Kbd M
- On release: Complete macro
- When held: Prolong step 6
- Step 1:
- Delay (frames): 0
- Duration (frames): 1
- Input 1: P1 Right
- Step 2:
- Delay (frames): 1
- Duration (frames): 1
- Input 1: P1 Down
- Step 3:
- Delay (frames): 0
- Duration (frames): 1
- Input 1: P1 Down
- Input 2: P1 Right
- Step 4:
- Delay (frames): 0
- Duration (frames): 1
- Input 1: P1 Right
- Step 5:
- Delay (frames): 0
- Duration (frames): 1
- Input 1: P1 Right
- Input 2: P1 Jab Punch
- Step 6:
- Delay (frames): 0
- Duration (frames): 1
- Input 1: P1 Jab Punch
This macro has has involves steps that activate multiple inputs. The macro will complete if the activation sequence is released early, allowing you to tap the key momentarily to perform the move. Holding the activation sequence holds down the attack button.
Layout Plugin¶
When enabled, the layout plugin allows embedded Lua scripts in layout files to run. Built-in artwork for some machines and some external artwork packages can use Lua scripts to provide enhanced interactive features. See MAME Layout Scripting for an introduction to layout file scripting.
Timecode Recorder Plugin¶
The timecode recorder plugin logs time codes to a text file in conjunction with creating an input recording file to assist people creating gameplay videos. The time code log file is only created when making an input recording. The time code log file has the same name as the input recording file with the extension .timecode appended. Use the record and input_directory options to create an input recording and specify the location for the output files.
By default, the plugin records a time code when you press the F12 key on the keyboard while not pressing either Shift or Alt key. You can change this setting in the options menu for the plugin (choose Plugin Options from the main menu during emulation, and then choose Timecode Recorder).
Settings for the plugin are stored in JSON format in the file plugin.cfg in the timecode folder inside your plugin data folder (see the homepath option).
Game Play Timer Plugin¶
The timer plugin records the total time spent emulating each combination of a system and a software list item, as well as the number of times each combination has been launched. To see the statistics, bring up the main menu (press Tab during emulation by default), choose Plugin Options, and then choose Timer.
This plugin records wall clock time (the real time duration elapsed while emulation is running, according to the host OS) as well as emulated time. The elapsed wall clock time may be shorter than the elapsed emulated time if you turn off throttling or use MAME’s “fast forward” feature, or it may be longer than the elapsed emulated time if you pause the emulation of if the emulation is too demanding to run at full speed.
The statistics are stored in the file timer.db in the timer folder inside your plugin data folder (see the homepath option). The file is a SQLite3 database.
Advanced configuration¶
Multiple Configuration Files¶
MAME has a very powerful configuration file system that can allow you to tweak settings on a per-game, per-system, or even per-monitor type basis, but requires careful thought about how you arrange your configs.
Order of Config Loading¶
The command line is parsed first, and any settings passed that way will take precedence over anything in an INI file.
mame.ini
(or other platform INI; e.g.mess.ini
) is parsed twice. The first pass may change various path settings, so the second pass is done to see if there is a valid configuration file at that new location (and if so, change settings using that file).debug.ini
if the debugger is enabled. This is an advanced config file, most people won't need to use it or be concerned by it.Screen orientation INI file (either
horizont.ini
orvertical.ini
). For example Pac-Man has a vertical screen, so it loadsvertical.ini
, while Street Fighter Alpha uses a horizontal screen, so it loadshorizont.ini
.Systems with no monitors, multiple monitors with different orientations, or monitors connected to slot devices will usually load
horizont.ini
.System type INI file (
arcade.ini
,console.ini
,computer.ini
, orothersys.ini
). Both Pac-Man and Street Fighter Alpha are arcade games, soarcade.ini
will be loaded here, while Atari 2600 will loadconsole.ini
as it is a home game console.Monitor type INI file (
vector.ini
for vector monitors,raster.ini
for CRT raster monitors, orlcd.ini
for LCD/EL/plasma matrix monitors). Pac-Man and Street Fighter Alpha use raster CRTs, soraster.ini
is loaded here, while Tempest uses a vector monitor, sovector.ini
is loaded here.For systems that have multiple monitor types, such as House Mannequin with its CRT raster monitor and dual LCD matrix monitors, the INI file relevant to the first monitor is used (
raster.ini
in this case). Systems without monitors or with other kinds of monitors will not load an INI file for this step.Driver source file INI file. MAME will attempt to load
source/
<sourcefile>.ini
where <sourcefile> is the base name of the source code file where the system driver is defined. A system's source file can be found using mame -listsource <pattern> at the command line.For instance, Banpresto's Sailor Moon, Atlus's Dodonpachi, and Nihon System's Dangun Feveron all run on similar hardware and are defined in the
cave.cpp
source file, so they will all loadsource/cave.ini
at this step.BIOS set INI file (if applicable). For example The Last Soldier uses the Neo-Geo MVS BIOS, so it will load
neogeo.ini
. Systems that don't use a BIOS set won't load an INI file for this step.Parent system INI file. For example The Last Soldier is a clone of The Last Blade / Bakumatsu Roman - Gekka no Kenshi, so it will load
lastblad.ini
. Parent systems will not load an INI file for this step.System INI file. Using the previous example, The Last Soldier will load
lastsold.ini
.
Examples of Config Loading Order¶
- Brix, which is a clone of Zzyzzyxx. (mame brix)
- Command line
mame.ini
(global)- (debugger not enabled, no extra INI file loaded)
vertical.ini
(screen orientation)arcade.ini
(system type)raster.ini
(monitor type)source/jack.ini
(driver source file)- (no BIOS set)
zzyzzyxx.ini
(parent system)brix.ini
(system)
- Super Street Fighter 2 Turbo (mame ssf2t)
- Command line
mame.ini
(global)- (debugger not enabled, no extra INI file loaded)
horizont.ini
(screen orientation)arcade.ini
(system type)raster.ini
(monitor type)source/cps2.ini
(driver source file)- (no BIOS set)
- (no parent system)
ssf2t.ini
(system)
- Final Arch (mame finlarch)
- Command line
mame.ini
(global)- (debugger not enabled, no extra INI file loaded)
horizont.ini
(screen orientation)arcade.ini
(system type)raster.ini
(monitor type)source/stv.ini
(driver source file)stvbios.ini
(BIOS set)smleague.ini
(parent system)finlarch.ini
(system)
Remember command line parameters take precedence over all else!
Tricks to Make Life Easier¶
Some users may have a wall-mounted or otherwise rotatable monitor, and may wish
to actually play vertical games with the rotated display. The easiest way to
accomplish this is to put your rotation modifiers into vertical.ini
, where
they will only affect vertical games.
[todo: more practical examples]
MAME Path Handling¶
MAME has a specific order it uses when checking for user files such as ROM sets and cheat files.
Order of Path Loading¶
Let's use an example of the cheat file for AfterBurner 2 for Sega Genesis/MegaDrive (aburner2 in the megadrive softlist), and your cheatpath is set to "cheat" (as per the default) -- this is how MAME will search for that cheat file:
cheat/megadriv/aburner2.xml
cheat/megadriv.zip
->aburner2.xml
Notice that it checks for a .ZIP file first before a .7Z file.cheat/megadriv.zip
-><arbitrary path>/aburner2.xml
It will look for the first (if any)aburner2.xml
file it can find inside that zip, no matter what the path is.cheat.zip
->megadriv/aburner2.xml
Now it is specifically looking for the file and folder combination, but inside the cheat.zip file.cheat.zip
-><arbitrary path>/megadriv/aburner2.xml
Like before, except looking for the first (if any)aburner2.xml
inside amegadriv
folder inside the zip.cheat/megadriv.7z
->aburner2.xml
Now we start checking 7ZIP files.cheat/megadriv.7z
-><arbitrary path>/aburner2.xml
cheat.7z
->megadriv/aburner2.xml
cheat.7z
-><arbitrary path>/megadriv/aburner2.xml
Similar to zip, except now 7ZIP files.
[todo: ROM set loading is slightly more complicated, adding CRC. Get that documented in the next day or two.]
Shifter Toggle Disable¶
This is an advanced feature for alternative shifter handling for certain older arcade machines such as Spy Hunter and Outrun that used a two-way toggle switch for the shifter. By default, the shifter is treated as a toggle switch. One press of the mapped control for the shifter will switch it from low to high, and another will switch it back. This may not be ideal if you have access to a physical shifter that works identically to how the original machines did. (The input is on when in one gear, the input is off otherwise)
Note that this feature will not help controller users and will not help with games that have more than two shifter states (e.g. five gears in modern racing games)
This feature is not exposed through the graphical user interface in any way, as it is an extremely advanced tweak intended explicitly for people who have this specific need, have the hardware to take advantage of it, and the knowledge to use it correctly.
Disabling and Enabling Shifter Toggle¶
This example will use the game Spy Hunter (set spyhunt) to demonstrate the exact change needed:
You will need to manually edit the game .CFG file in the CFG folder (e.g. spyhunt.cfg
)
Start by loading MAME with the game in question. In our case, that will be mame spyhunt.
Set up the controls as you would please, including mapping the shifter. Exit MAME, open the .cfg file in your text editor of choice.
Inside the spyhunt.cfg
file, you will find the following for the input. The actual input code in the middle can and will vary depending on the controller number and what input you have mapped.
The line you need to edit will be the port line defining the actual input. For Spy Hunter, that's going to be P1_BUTTON2. Add toggle="no" to the end of the tag, like follows:
Save and exit. To disable this, simply remove the toggle="no" from each desired .CFG input.
BGFX Effects for (nearly) Everyone¶
Introduction¶
By default, MAME outputs an idealized version of the video as it would be on the way to the arcade cabinet’s monitor, with minimal modification of the output (primarily to stretch the game image back to the aspect ratio the monitor would traditionally have, usually 4:3). This works well, but misses some of the nostalgia factor. Arcade monitors were never ideal, even in perfect condition, and the nature of a CRT display distorts that image in ways that change the appearance significantly.
Modern LCD monitors simply do not look the same, and even computer CRT monitors cannot match the look of an arcade monitor without help.
That’s where the new BGFX renderer with HLSL comes into the picture.
HLSL simulates most of the effects that a CRT arcade monitor has on the video, making the result look a lot more authentic. However, HLSL requires some effort on the user’s part: the settings you use are going to be tailored to your PC’s system specs, and especially the monitor you’re using. Additionally, there were hundreds of thousands of monitors out there in arcades. Each was tuned and maintained differently, meaning there is no one correct appearance to judge by either. Basic guidelines will be provided here to help you, but you may also wish to ask for opinions on popular MAME-centric forums.
Resolution and Aspect Ratio¶
Resolution is a very important subject for HLSL settings. You will want MAME to be using the native resolution of your monitor to avoid additional distortion and lag caused by your monitor upscaling the display image.
While most arcade machines used a 4:3 ratio display (or 3:4 for vertically oriented monitors like Pac-Man), it’s difficult to find a consumer display that is 4:3 at this point. The good news is that that extra space on the sides isn’t wasted. Many arcade cabinets used bezel artwork around the main display, and should you have the necessary artwork files, MAME will display that artwork. Turn the Zoom to Screen Area setting in the video options menu to scale and crop the artwork so the emulated screen fills your display in one direction.
Some older LCD displays used a native resolution of 1280×1024 and were a 5:4 aspect ratio. There’s not enough extra space to display artwork, and you’ll end up with some very slight pillarboxing, but the results will be still be good and on-par with a 4:3 monitor.
Getting Started with BGFX¶
You will need to have followed the initial MAME setup instructions elsewhere in this manual before beginning. Official MAME distributions include BGFX as of MAME 0.172, so you don’t need to download any additional files.
Open your mame.ini
file in your text editor of choice (e.g. Notepad), and
make sure the following options are set correctly:
video bgfx
Now, you may want to take a moment to look below at the Configuration Settings section to see how to set up these next options.
As explained in Order of Config Loading, MAME has a order in which it
processes INI files. The BGFX settings can be edited in mame.ini
, but to
take full advantage of the power of MAME’s configuration files, you’ll want to
copy the BGFX settings from mame.ini
to one of the other configuration files
and make changes there.
In particular, you will want the bgfx_screen_chains
to be specific to each
game.
Save your INI file(s) and you’re ready to begin.
Configuration Settings¶
- bgfx_path
- This is where your BGFX shader files are stored. By default, this will be the bgfx folder in your MAME installation folder.
- bgfx_backend
Selects a rendering backend for BGFX to use. Possible choices include
d3d9
,d3d11
,d3d12
,opengl
,gles
,metal
, and`vulkan
. The default is**auto**
, which will let MAME choose the best selection for you.d3d9
-- Direct3D 9.0 Renderer (Requires Windows XP or higher)d3d11
-- Direct3D 11.0 Renderer (Requires Windows Vista with Direct3D 11 update, or Windows 7 or higher)d3d12
-- Direct3D 12.0 Renderer (Requires Windows 10 or higher)opengl
-- OpenGL Renderer (Requires OpenGL drivers, may work better on some video cards, supported on Linux and macOS)gles
-- OpenGL ES Renderer (Supported with some low-power GPUs)metal
-- Apple Metal Graphics API (Requires macOS 10.11 El Capitan or newer)vulkan
-- Vulkan Renderer (Requires Windows or Linux with compatible GPU drivers.
- bgfx_debug
- Enables BGFX debugging features. Most users will not need to use this.
- bgfx_screen_chains
This dictates how to handle BGFX rendering on a per-display basis. Possible choices include
hlsl
,unfiltered
, anddefault
.default
-- default bilinear filtered outputunfiltered
-- nearest neighbor sampled outputhlsl
-- display simulation through shaderscrt-geom
-- lightweight CRT simulationcrt-geom-deluxe
-- more detailed CRT simulationlcd-grid
-- LCD matrix simulation
We make a distinction between emulated screens (which we’ll call a screen) and output windows or monitors (which we’ll call a window, set by the
-numscreens
option) here. Use colons (:) to separate windows, and commas (,) to separate screens in the-bgfx_screen_chains
setting value.For the simple single window, single screen case, such as Pac-Man on one physical PC monitor, you can specify one entry like:
bgfx_screen_chains hlsl
Things get only slightly more complicated when we get to multiple windows and multiple screens.
On a single window, multiple screen game, such as Darius on one physical PC monitor, specify screen chains (one per window) like:
bgfx_screen_chains hlsl,hlsl,hlsl
This also works with single screen games where you are mirroring the output to more than one physical display. For instance, you could set up Pac-Man to have one unfiltered output for use with video broadcasting while a second display is set up HLSL for playing on.
On a multiple window, multiple screen game, such as Darius on three physical PC monitors, specify multiple entries (one per window) like:
bgfx_screen_chains hlsl:hlsl:hlsl
Another example game would be Taisen Hot Gimmick, which used two CRTs to show individual player hands to just that player. If using two windows (two physical displays):
bgfx_screen_chains hlsl:hlsl
One more special case is that Nichibutsu had a special cocktail mahjong cabinet that used a CRT in the middle along with two LCD displays to show each player their hand. We would want the LCDs to be unfiltered and untouched as they were, while the CRT would be improved through HLSL. Since we want to give each player their own full screen display (two physical monitors) along with the LCD, we’ll go with:
-numscreens 2 -view0 "Player 1" -view1 "Player 2" -video bgfx -bgfx_screen_chains hlsl,unfiltered,unfiltered:hlsl,unfiltered,unfiltered
This sets up the view for each display respectively, keeping HLSL effect on the CRT for each window (physical display) while going unfiltered for the LCD screens.
If using only one window (one display), keep in mind the game still has three screens, so we would use:
bgfx_screen_chains hlsl,unfiltered,unfiltered``
Note that the commas are on the outside edges, and any colons are in the middle.
- bgfx_shadow_mask
- This specifies the shadow mask effect PNG file. By default this is slot-mask.png.
Tweaking BGFX HLSL Settings inside MAME¶
Warning: Currently BGFX HLSL settings are not saved or loaded from any configuration files. This is expected to change in the future.
Start by loading MAME with the game of your choice (e.g. mame pacman).
The tilde key (~) brings up the on-screen display options. Use up and down to go through the various settings, while left and right will allow you to change that setting. Results will be shown in real time as you’re changing these settings.
Note that settings are individually changeable on a per-screen basis.
Using the included pillarbox filters¶
MAME includes example BGFX shaders and layouts for filling unused space on a 16:9 widescreen display with a blurred version of the emulated video. The all the necessary files are included, and just need to be enabled.
For systems using 4:3 horizontal monitors, use these options:
-override_artwork bgfx/border_blur -view Horizontal -bgfx_screen_chains crt-geom,pillarbox_left_horizontal,pillarbox_right_horizontal
For systems using 3:4 vertical monitors, use these options:
-override_artwork bgfx/border_blur -view Vertical -bgfx_screen_chains crt-geom,pillarbox_left_vertical,pillarbox_right_vertical
- You can use a different setting in place of
crt-geom
for the effect to apply to the primary screen image in the centre (e.g.default
,hlsl
orlcd-grid
). - If you’ve previously changed the view for the system in MAME, the correct pillarboxed view will not be selected by default. Use the video options menu to select the correct view.
- You can add these settings to an INI file to have them apply to certain systems automatically (e.g. horizont.ini or vertical.ini, or the INI file for a specific system).
HLSL Effects for Windows¶
By default, MAME outputs an idealized version of the video as it would be on the way to the arcade cabinet's monitor, with minimal modification of the output (primarily to stretch the game image back to the aspect ratio the monitor would traditionally have, usually 4:3) -- this works well, but misses some of the nostalgia factor. Arcade monitors were never ideal, even in perfect condition, and the nature of a CRT display distorts that image in ways that change the appearance significantly.
Modern LCD monitors simply do not look the same, and even computer CRT monitors cannot match the look of an arcade monitor without help.
That's where HLSL comes into the picture.
HLSL simulates most of the effects that a CRT arcade monitor has on the video, making the result look a lot more authentic. However, HLSL requires some effort on the user's part: the settings you use are going to be tailored to your PC's system specs, and especially the monitor you're using. Additionally, there were hundreds of thousands of monitors out there in arcades. Each was tuned and maintained differently, meaning there is no one correct appearance to judge by either. Basic guidelines will be provided here to help you, but you may also wish to ask for opinions on popular MAME-centric forums.
Resolution and Aspect Ratio¶
Resolution is a very important subject for HLSL settings. You will want MAME to be using the native resolution of your monitor to avoid additional distortion and lag created by your monitor upscaling the display image.
While most arcade machines used a 4:3 ratio display (or 3:4 for vertically oriented monitors like Pac-Man), it's difficult to find a consumer display that is 4:3 at this point. The good news is that that extra space on the sides isn't wasted. Many arcade cabinets used bezel artwork around the main display, and should you have the necessary artwork files, MAME will display that artwork. Turn the artwork view to Cropped for best results.
Some older LCD displays used a native resolution of 1280x1024 and were a 5:4 aspect ratio. There's not enough extra space to display artwork, and you'll end up with some very slight pillarboxing, but the results will be still be good and on-par with a 4:3 monitor.
Getting Started with HLSL¶
You will need to have followed the initial MAME setup instructions elsewhere in this manual before beginning. Official MAME distributions include HLSL by default, so you don't need to download any additional files.
Open your mame.ini
in your text editor of choice (e.g. Notepad), and make sure the following options are set correctly:
- video d3d
- filter 0
The former is required because HLSL requires Direct3D support. The latter turns off extra filtering that interferes with HLSL output.
Lastly, one more edit will turn HLSL on:
- hlsl_enable 1
Save the .INI file and you're ready to begin.
Several presets have been included in the INI folder with MAME, allowing for good quick starting points for Nintendo Game Boy, Nintendo Game Boy Advance, Raster, and Vector monitor settings.
Tweaking HLSL Settings inside MAME¶
For multiple, complicated to explain reasons, HLSL settings are no longer saved when you exit MAME. This means that while tweaking settings is a little more work on your part, the results will always come out as expected.
Start by loading MAME with the game of your choice (e.g. mame pacman)
The tilde key (~) brings up the on-screen display options. Use up and down to go through the various settings, while left and right will allow you to change that setting. Results will be shown in real time as you're changing these settings.
Once you've found settings you like, write the numbers down on a notepad and exit MAME.
Configuration Editing¶
As referenced in Order of Config Loading, MAME has a order in which it processes INI files. The HLSL settings can be edited in mame.ini
, but to take full advantage of the power of MAME's config files, you'll want to copy the HLSL settings from mame.ini to one of the other config files and make changes there.
For instance, once you've found HLSL settings you think are appropriate for Neo Geo games, you can put those settings into neogeo.ini
so that all Neo-Geo games will be able to take advantage of those settings without needing to add it to every game INI manually.
Configuration Settings¶
bloom_lvl0_weight 1.00
bloom_lvl1_weight 0.64
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.08
bloom_lvl5_weight 0.06
bloom_lvl6_weight 0.04
bloom_lvl7_weight 0.02
bloom_lvl8_weight 0.01
|
Bloom level 0 weight
Bloom level 1 weight
Bloom level 2 weight
Bloom level 3 weight
Bloom level 4 weight
Bloom level 5 weight
Bloom level 6 weight
Bloom level 7 weight
Bloom level 8 weight
|
Full-size target.
1/4 smaller that level 0 target
1/4 smaller that level 1 target
1/4 smaller that level 2 target
1/4 smaller that level 3 target
1/4 smaller that level 4 target
1/4 smaller that level 5 target
1/4 smaller that level 6 target
1/4 smaller that level 7 target
|
Vector Games¶
HLSL effects can also be used with vector games. Due to a wide variance of vector settings to optimize for each individual game, it is heavily suggested you add these to per-game INI files (e.g. tempest.ini)
Shadowmasks were only present on color vector games, and should not be used on monochrome vector games. Additionally, vector games did not use scanlines, so that should also be turned off.
Open your INI file in your text editor of choice (e.g. Notepad), and make sure the following options are set correctly:
- video d3d
- filter 0
- hlsl_enable 1
In the Core Vector Options section:
- beam_width_min 1.0 (Beam Width Minimum)
- beam_width_max 1.0 (Beam Width Maximum)
- beam_intensity_weight 0.0 (Beam Intensity Weight)
- flicker 0.0 (Vector Flicker)
In the Vector Post-Processing Options section:
- vector_beam_smooth 0.0 (Vector Beam Smooth Amount)
- vector_length_scale 0.5 (Vector Attenuation Maximum)
- vector_length_ratio 0.5 (Vector Attenuation Length Minimum)
Suggested settings for vector games:
- bloom_scale should typically be set higher for vector games than raster games. Try between 0.4 and 1.0 for best effect.
- bloom_overdrive should only be used with color vector games.
- bloom_lvl_weights should be set as follows:
bloom_lvl0_weight 1.00
bloom_lvl1_weight 0.48
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.24
bloom_lvl4_weight 0.16
bloom_lvl5_weight 0.24
bloom_lvl6_weight 0.32
bloom_lvl7_weight 0.48
bloom_lvl8_weight 0.64
|
Bloom level 0 weight
Bloom level 1 weight
Bloom level 2 weight
Bloom level 3 weight
Bloom level 4 weight
Bloom level 5 weight
Bloom level 6 weight
Bloom level 7 weight
Bloom level 8 weight
|
Full-size target.
1/4 smaller that level 0 target
1/4 smaller that level 1 target
1/4 smaller that level 2 target
1/4 smaller that level 3 target
1/4 smaller that level 4 target
1/4 smaller that level 5 target
1/4 smaller that level 6 target
1/4 smaller that level 7 target
|
GLSL Effects for *nix, OS X, and Windows¶
By default, MAME outputs an idealized version of the video as it would be on the way to the arcade cabinet's monitor, with minimal modification of the output (primarily to stretch the game image back to the aspect ratio the monitor would traditionally have, usually 4:3) -- this works well, but misses some of the nostalgia factor. Arcade monitors were never ideal, even in perfect condition, and the nature of a CRT display distorts that image in ways that change the appearance significantly.
Modern LCD monitors simply do not look the same, and even computer CRT monitors cannot match the look of an arcade monitor without help.
That's where GLSL comes into the picture.
GLSL simulates most of the effects that a CRT arcade monitor has on the video, making the result look a lot more authentic. However, GLSL requires some effort on the user's part: the settings you use are going to be tailored to your PC's system specs, and especially the monitor you're using. Additionally, there were hundreds of thousands of monitors out there in arcades. Each was tuned and maintained differently, meaning there is no one correct appearance to judge by either. Basic guidelines will be provided here to help you, but you may also wish to ask for opinions on popular MAME-centric forums.
Resolution and Aspect Ratio¶
Resolution is a very important subject for GLSL settings. You will want MAME to be using the native resolution of your monitor to avoid additional distortion and lag created by your monitor upscaling the display image.
While most arcade machines used a 4:3 ratio display (or 3:4 for vertically oriented monitors like Pac-Man), it's difficult to find a consumer display that is 4:3 at this point. The good news is that that extra space on the sides isn't wasted. Many arcade cabinets used bezel artwork around the main display, and should you have the necessary artwork files, MAME will display that artwork. Turn the artwork view to Cropped for best results.
Some older LCD displays used a native resolution of 1280x1024, which is a 5:4 aspect ratio. There's not enough extra space to display artwork, and you'll end up with some very slight pillarboxing, but the results will be on-par with a 4:3 monitor.
Getting Started with GLSL¶
You will need to have followed the initial MAME setup instructions elsewhere in this manual before beginning. Official MAME distributions include GLSL support by default, but do NOT include the GLSL shader files. You will need to obtain the shader files from third party online sources.
Open your mame.ini
in your text editor of choice (e.g. Notepad), and make sure the following options are set correctly:
video opengl
filter 0
The former is required because GLSL requires OpenGL support. The latter turns off extra filtering that interferes with GLSL output.
Lastly, one more edit will turn GLSL on:
gl_glsl 1
Save the .INI file and you're ready to begin.
Tweaking GLSL Settings inside MAME¶
For multiple, complicated to explain reasons, GLSL settings are no longer saved when you exit MAME. This means that while tweaking settings is a little more work on your part, the results will always come out as expected.
Start by loading MAME with the game of your choice (e.g. mame pacman)
The tilde key (~) brings up the on-screen display options. Use up and down to go through the various settings, while left and right will allow you to change that setting. Results will be shown in real time as you're changing these settings.
Once you've found settings you like, write the numbers down on a notepad and exit MAME.
Configuration Editing¶
As referenced in Order of Config Loading, MAME has a order in which it processes INI files. The GLSL settings can be edited in mame.ini
, but to take full advantage of the power of MAME's config files, you'll want to copy the GLSL settings from mame.ini to one of the other config files and make changes there.
For instance, once you've found GLSL settings you think are appropriate for Neo Geo games, you can put those settings into neogeo.ini so that all Neo-Geo games will be able to take advantage of those settings without needing to add it to every game INI manually.
Configuration Settings¶
Controller Configuration Files¶
Introduction¶
Controller configuration files can be used to modify MAME’s default input settings. Controller configuration files may be supplied with an input device to provide more suitable defaults, or used as profiles that can be selected for different situations. MAME includes a few sample controller configuration files in the ctrlr folder, designed to provide useful defaults for certain arcade-style controllers.
Controller configuration files are an XML application, using the .cfg
filename extension. MAME searches for controller configuration files in the
directories specified using the ctrlrpath
option. A controller
configuration file is selected by setting the ctrlr
option to its filename,
excluding the .cfg
extension (e.g. set the ctrlr
option to
scorpionxg
to use scorpionxg.cfg). It is an error if the specified
controller configuration file does not exist, or if it contains no sections
applicable to the emulated system.
Controller configuration files use implementation-dependent input tokens. The
values available and their precise meanings depend on the exact version of MAME
used, the input devices connected, the selected input provider modules
(keyboardprovider
, mouseprovider
, lightgunprovider
and
joystickprovider
options), and possibly other settings.
Basic structure¶
Controller configuration files follow a similar format to the system configuration files that MAME uses to save things like input settings and bookkeeping data (created in the folder specified using the cfg_directory option). This example shows the overall structure of a controller configuration file:
<?xml version="1.0"?>
<mameconfig version="10">
<system name="default">
<input>
<!-- settings affecting all emulated systems go here -->
</input>
</system>
<system name="neogeo">
<input>
<!-- settings affecting neogeo and clones go here -->
</input>
</system>
<system name="intellec4.cpp">
<input>
<!-- settings affecting all systems defined in intellec4.cpp go here -->
</input>
</system>
</mameconfig>
The root of a controller configuration file must be a mameconfig
element,
with a version
attribute specifying the configuration format version
(currently 10
– MAME will not load a file using a different version). The
mameconfig
element contains one or more system
elements, each of which
has a name
attribute specifying the system(s) it applies to. Each
system
element contains an input
element which holds the actual
remap
and port
configuration elements, which will be described later.
When launching an emulated system, MAME will apply configuration from system
elements where the value of the name
attribute meets one of the following
criteria:
- If the
name
attribute has the valuedefault
, it will always be applied (including for the system/software selection menus). - If the value of the
name
attribute matches the system’s short name, the short name of its parent system, or the short name of its BIOS system (if applicable). - If the value of the
name
attribute matches the name of the source file where the system is defined.
For example, for the game “DaeJeon! SanJeon SuJeon (AJTUE 990412 V1.000)”,
system
elements will be applied if their name
attribute has the value
default
(applies to all systems), sanjeon
(short name of the system
itself), sasissu
(short name of the parent system), stvbios
(short
name of the BIOS system), or stv.cpp
(source file where the system is
defined).
As another example, a system
element whose name
attribute has the value
zac2650.cpp
will be applied for the systems “The Invaders”, “Super Invader
Attack (bootleg of The Invaders)”, and “Dodgem”.
Applicable system
elements are applied in the order they appear in the
controller configuration file. Settings from elements that appear later in the
file may modify or override settings from elements that appear earlier. Within
a system
element, remap
elements are applied before port
elements.
Substituting default controls¶
You can use a remap
element to substitute one host input for another in
MAME’s default input configuration. For example, this substitutes keys on the
numeric keypad for the cursor direction keys:
<input>
<remap origcode="KEYCODE_UP" newcode="KEYCODE_8PAD" />
<remap origcode="KEYCODE_DOWN" newcode="KEYCODE_2PAD" />
<remap origcode="KEYCODE_LEFT" newcode="KEYCODE_4PAD" />
<remap origcode="KEYCODE_RIGHT" newcode="KEYCODE_6PAD" />
</input>
The origcode
attribute specifies the token for the host input to be
substituted, and the newcode
attribute specifies the token for the
replacement host input. In this case, assignments using the cursor up, down,
left and right arrows will be replaced with the numeric 8, 2, 4 and 6 keys on
the numeric keypad, respectively.
Note that substitutions specified using remap
elements only apply to inputs
that use MAME’s default assignment for the input type. That is, they only apply
to default assignments for control types set in the “Input Assignments
(general)” menus. They do not apply to default control assignments set in
driver/device I/O port definitions (using the PORT_CODE
macro).
MAME applies remap
elements found inside any applicable system
element.
Overriding defaults by input type¶
Use port
elements with type
attributes but without tag
attributes to
override the default control assignments for emulated inputs by type:
<input>
<port type="UI_CONFIGURE">
<newseq type="standard">KEYCODE_TAB OR KEYCODE_1 KEYCODE_5</newseq>
</port>
<port type="UI_CANCEL">
<newseq type="standard">KEYCODE_ESC OR KEYCODE_2 KEYCODE_6</newseq>
</port>
<port type="P1_BUTTON1">
<newseq type="standard">KEYCODE_C OR JOYCODE_1_BUTTON1</newseq>
</port>
<port type="P1_BUTTON2">
<newseq type="standard">KEYCODE_LSHIFT OR JOYCODE_1_BUTTON2</newseq>
</port>
<port type="P1_BUTTON3">
<newseq type="standard">KEYCODE_Z OR JOYCODE_1_BUTTON3</newseq>
</port>
<port type="P1_BUTTON4">
<newseq type="standard">KEYCODE_X OR JOYCODE_1_BUTTON4</newseq>
</port>
</input>
This sets the following default input assignments:
- Config Menu (User Interface)
- Tab key, or 1 and 2 keys pressed simultaneously
- UI Cancel (User Interface)
- Escape key, or 2 and 6 keys pressed simultaneously
- P1 Button 1 (Player 1 Controls)
- C key, or joystick 1 button 1
- P1 Button 2 (Player 1 Controls)
- Left Shift key, or joystick 1 button 2
- P1 Button 3 (Player 1 Controls)
- Z key, or joystick 1 button 3
- P1 Button 4 (Player 1 Controls)
- X key, or joystick 1 button 4
Note that this will only apply for inputs that use MAME’s default assignment for
the input type. That is, port
elements without tag
attributes only
override default assignments for control types set in the “Input Assignments
(general)” menus. They do not override default control assignments set in
driver/device I/O port definitions (using the PORT_CODE
macro).
MAME applies port
elements without tag
attributes found inside any
applicable system
element.
Overriding defaults for specific inputs¶
Use port
elements with tag
, type
, mask
and defvalue
attributes to override defaults for specific inputs. These port
elements
should only occur inside system
elements that apply to particular systems or
source files (i.e. they should not occur inside system
elements where the
name
attribute has the value default
). The default control assignments
can be overridden, as well as the toggle setting for digital inputs.
The tag
, type
, mask
and defvalue
are used to identify the
affected input. You can find out the values to use for a particular input by
changing its control assignment, exiting MAME, and checking the values in the
system configuration file (created in the folder specified using the
cfg_directory option). Note that these
values are not guaranteed to be stable, and may change between MAME versions.
Here’s an example that overrides defaults for 280-ZZZAP:
<system name="280zzzap">
<input>
<port tag=":IN0" type="P1_BUTTON2" mask="16" defvalue="0" toggle="no" />
<port tag=":IN1" type="P1_PADDLE" mask="255" defvalue="127">
<newseq type="increment">KEYCODE_K</newseq>
<newseq type="decrement">KEYCODE_J</newseq>
</port>
</input>
</system>
This sets the controls to steer left and right to the K and J keys, respectively, and disables the toggle setting for the gear shift input.
Assigning input device numbers¶
Use mapdevice
elements with device
and controller
attributes to
assign stable numbers to input devices. Note that all devices explicitly
configured in this way must be connected when MAME starts for this to work as
expected.
Set the device
attribute to the device ID of the input device, and set the
controller
attribute to the desired input device token (device type and
number).
Here’s an example numbering two light guns and two XInput game controllers:
<system name="default">
<input>
<mapdevice device="VID_D209&PID_1601" controller="GUNCODE_1" />
<mapdevice device="VID_D209&PID_1602" controller="GUNCODE_2" />
<mapdevice device="XInput Player 1" controller="JOYCODE_1" />
<mapdevice device="XInput Player 2" controller="JOYCODE_2" />
</input>
</system>
MAME applies mapdevice
elements found inside any applicable system
element.
Stable Controller IDs¶
By default, MAME does not assign stable numbers to input devices. For instance, a game pad controller may be assigned to “Joy 1” initially, but after restarting, the same game pad may be reassigned to “Joy 3”.
The reason is that MAME assigns numbers to input devices in the based on enumeration order. Factors that can cause this to change include disconnecting and reconnecting USB or Bluetooth devices, changing ports/hubs, and even just restarting the computer. Input device numbers can be quite unpredictable.
This is where the mapdevice
configuration setting comes into the picture.
By adding this setting to a controller configuration file, you
can ensure that a given input device is always assigned the same number in MAME.
Using mapdevice¶
The mapdevice
XML element is added to the input
XML element in the
controller configuration file. It requires two attributes, device
and
controller
. Note that mapdevice
elements only take effect in the
controller configuration file (set using the -ctrlr option) – they are ignored in system configuration files and
the default configuration file.
The device
attribute specifies the device ID of the input device to match.
It may also be a substring of the device ID. To obtain the device ID for an
input device, select it in the Input Devices menu, and then select Copy
Device ID. The device ID will be copied to the clipboard. You can also see
input device IDs by turning on verbose logging (more on this later). The format
of device IDs depends the type of device, selected input provider module and
operating system. Your input device IDs may look very different to the examples
here.
The controller
attribute specifies the input token for the input device type
(i.e. JOYCODE
, GUNCODE
, MOUSECODE
) and number to assign to the
device, separated by an underscore. Numbering starts from 1. For example the
token for the first joystick device will be JOYCODE_1
, the second will be
JOYCODE_2
, and so on.
Example¶
Here’s an example:
In the above example, we have four device mappings specified:
- The first two
mapdevice
elements map player 1 and 2 light guns to Gun 1 and Gun 2, respectively. We use a substring of the full device IDs to match each devices. Note that, since this is XML, we needed to escape the ampersands (&
) as&
. - The last two
mapdevices
elements map player 1 and player 2 gamepad controllers to Joy 1 and Joy 2, respectively. In this case, these are XInput game controllers.
Listing Available Devices¶
There are two ways to obtain device IDs: by copying them from the Input Devices menu, or by turning on verbose logging and finding the messages logged when input devices are added.
To reach the Input Devices menu from the system selection menu, select General Settings, and the select Input Devices. To reach the input devices menu from the main menu, select Input Settings, then select Input Devices. From the Input Devices menu, select a device, then select Copy Device ID to copy its device ID to the clipboard.
To use verbose logging, run MAME with the -v
or -verbose
option on the
command line. Search the output for messages starting with “Input: Adding…”
that show recognised input devices and their respective IDs.
Here an example:
Furthermore, when devices are reassigned using mapdevice
elements in the
controller configuration file, you’ll see that in the verbose log output, too,
such as:
Limitations¶
You can only assign stable numbers to devices if MAME receives stable, unique device IDs from the input device provider and operating system. This is not always the case. For example the SDL joystick provider is not capable of providing unique IDs for many USB game controllers.
If not all configured devices are connected when MAME starts, the devices that are connected may not be numbered as expected.
Linux Lightguns¶
Many lightguns (especially the Ultimarc AimTrak) may work better in MAME under Linux when using a slightly more complicated configuration. The instructions here are for getting an AimTrak working on Ubuntu using udev and Xorg, but other Linux distributions and lightguns may work with some changes to the steps.
Configure udev rules¶
For the AimTrak, each lightgun exposes several USB devices once connected: 2 mouse emulation devices, and 1 joystick emulation device. We need to instruct libinput via udev to ignore all but the correct emulated mouse device. This prevents each lightgun from producing multiple mouse devices, which would result in non-deterministic selection between the "good" and "bad" emulated mouse devices by Xorg.
Create a new file named /etc/udev/rules.d/65-aimtrak.rules
and place the following contents into it:
This configuration will be correct for the AimTrak lightguns, however each brand of lightgun will require their own settings.
Configure Xorg inputs¶
Next, we'll configure Xorg to treat the lightguns as a "Floating" device. This is important for multiple lightguns to work correctly and ensures each gun's emulated mouse pointer is NOT merged with the main system mouse pointer.
In /etc/X11/xorg.conf.d/60-aimtrak.conf
we will need:
Configure MAME¶
Next, we'll need to configure MAME via mame.ini
to use the new lightgun device(s).
- lightgun 1
- lightgun_device lightgun
- lightgunprovider x11
These first three lines tell MAME to enable lightgun support, to tell MAME that we're using a lightgun instead of a mouse, and to use the x11 provider.
- lightgun_index1 "Ultimarc ATRAK Device #1"
- lightgun_index2 "Ultimarc ATRAK Device #2"
- lightgun_index3 "Ultimarc ATRAK Device #3"
- lightgun_index4 "Ultimarc ATRAK Device #4"
These next lines then tell MAME to keep lightguns consistent across sessions.
- offscreen_reload 1
Lastly, as most lightgun games require offscreen reloading and we're using a device that actually can point away from the screen, we enable that functionality.
MAME Debugger¶
Introduction¶
MAME includes an interactive low-level debugger that targets the emulated system. This can be a useful tool for diagnosing emulation issues, developing software to run on vintage systems, creating cheats, ROM hacking, or just investigating how software works.
Use the -debug
command line option to start MAME with the debugger
activated. By default, pressing the backtick/tilde (~) during
emulation breaks into the debugger (this can by changed by reassigning
the Break in Debugger input).
The exact appearance of the debugger depends on your operating system and the options MAME was built with. All variants of the debugger provide a multi-window interface for viewing the contents of memory and disassembled code.
The debugger console window is a special window that shows the contents of CPU registers and disassembled code around the current program counter address, and provides a command-line interface to most of the debugging functionality.
Debugger commands¶
Debugger commands are described in the sections below. You can also type help <topic> in the debugger console, where <topic> is the name of a command, to see documentation directly in MAME.
General Debugger Commands¶
- help
- displays built-in help in the console
- do
- evaluates the given expression
- symlist
- lists registered symbols
- softreset
- executes a soft reset
- hardreset
- executes a hard reset
- prints one or more <item>s to the console
- printf
- prints one or more <item>s to the console using <format>
- logerror
- outputs one or more <item>s to the error.log
- tracelog
- outputs one or more <item>s to the trace file using <format>
- tracesym
- outputs one or more <item>s to the trace file
- history
- displays recently visited PC addresses and opcodes
- trackpc
- visually track visited opcodes
- trackmem
- record which PC writes to each memory address
- pcatmem
- query which PC wrote to a given memory address
- rewind
- go back in time by loading the most recent rewind state
- statesave
- save a state file for the emulated system
- stateload
- load a state file for the emulated system
- snap
- save a screen snapshot
- source
- read commands from file and executes them one by one
- time
- prints the current machine time to the console
- quit
- exit the debugger and end the emulation session
help¶
help [<topic>]
Displays built-in debugger help in the debugger console. If no <topic> is specified, top-level topics are listed. Most debugger commands have correspondingly named help topics.
Examples:
help
- Lists top-level help topics.
help expressions
- Displays built-in help for debugger expression syntax.
help wpiset
- Displays built-in help for the wpiset command.
Back to General Debugger Commands
do¶
do <expression>
The do command simply evaluates the supplied expression. This is often used to set or modify device state variable (e.g. CPU registers), or to write to memory. See Debugger expression syntax for details about expression syntax.
Examples:
do pc = 0
- Sets the register pc to 0.
Back to General Debugger Commands
symlist¶
symlist [<cpu>]
Lists registered symbols and their values. If <cpu> is not specified, symbols in the global symbol table are displayed; otherwise, symbols specific to the device <cpu> are displayed. Symbols are listed alphabetically. Read-only symbols are noted. See Specifying devices and address spaces for details on how to specify a CPU.
Examples:
symlist
- Displays the global symbol table.
symlist 2
- Displays the symbols for the third CPU in the system (zero-based index).
symlist audiocpu
- Displays symbols for the CPU with the absolute tag
:audiocpu
.
Back to General Debugger Commands
softreset¶
softreset
Executes a soft reset. This calls the reset member functions of all the devices in the system (by default, pressing F3 during emulation has the same effect).
Examples:
softreset
- Executes a soft reset.
Back to General Debugger Commands
hardreset¶
hardreset
Executes a hard reset. This tears down the emulation session and starts another session with the same system and options (by default, pressing Shift+F3 during emulation has the same effect). Note that this will lose history in the debugger console and error log.
Examples:
hardreset
- Executes a hard reset.
Back to General Debugger Commands
print¶
print <item>[,…]
The print command prints the results of one or more expressions to the debugger console as hexadecimal numbers.
Examples:
print pc
- Prints the value of the pc register the console as a hex number.
print a,b,a+b
- Prints a, b, and the value of a+b to the console as hex numbers.
Back to General Debugger Commands
printf¶
printf <format>[,<argument>[,…]]
Prints a C-style formatted message to the debugger console. Only a very limited subset of format specifiers and escape sequences are available:
- %c
- Prints the corresponding argument as an 8-bit character.
- %[0][<n>]d
- Prints the corresponding argument as a decimal number with optional minimum field width and zero fill.
- %[0][<n>]o
- Prints the corresponding argument as an octal number with optional minimum field width and zero fill using lowercase letters.
- %[0][<n>]x
- Prints the corresponding argument as a hexadecimal number with optional minimum field width and zero fill using uppercase letters.
- %%
- Prints a literal percent symbol.
- \n
- Prints a line break.
- \\
- Prints a literal backslash.
All other format specifiers are ignored.
Examples:
printf "PC=%04X",pc
- Prints
PC=<pcval>
where <pcval> is the hexadecimal value of the pc register with a minimum of four digits and zero fill. printf "A=%d, B=%d\\nC=%d",a,b,a+b
- Prints
A=<aval>, B=<bval>
on one line, andC=<a+bval>
on a second line.
Back to General Debugger Commands
logerror¶
logerror <format>[,<argument>[,…]]
Prints a C-style formatted message to the error log. See printf for details about the limited set of supported format specifiers and escape sequences.
Examples:
logerror "PC=%04X",pc
- Logs
PC=<pcval>
where <pcval> is the hexadecimal value of the pc register with a minimum of four digits and zero fill. logerror "A=%d, B=%d\\nC=%d",a,b,a+b
- Logs
A=<aval>, B=<bval>
on one line, andC=<a+bval>
on a second line.
Back to General Debugger Commands
tracelog¶
tracelog <format>[,<argument>[,…]]
Prints a C-style formatted message to the currently open trace file (see trace for more information). If no trace file is open, this command has no effect. See printf for details about the limited set of supported format specifiers and escape sequences.
Examples:
tracelog "PC=%04X",pc
- Outputs
PC=<pcval>
where <pcval> is the hexadecimal value of the pc register with a minimum of four digits and zero fill if a trace log file is open. tracelog "A=%d, B=%d\\nC=%d",a,b,a+b
- Outputs
A=<aval>, B=<bval>
on one line, andC=<a+bval>
on a second line if a trace log file is open.
Back to General Debugger Commands
tracesym¶
tracesym <item>[,…]
Prints the specified symbols to the currently open trace file (see trace for more information). If no trace file is open, this command has no effect.
Examples:
tracesym pc
- Outputs
PC=<pcval>
where <pcval> is the value of the pc register in its default format if a trace log file is open.
Back to General Debugger Commands
history¶
history [<CPU>[,<length>]]
Displays recently visited PC addresses, and disassembly of the instructions at those addresses. If present, the first argument selects the CPU (see Specifying devices and address spaces for details); if no CPU is specified, the visible CPU is assumed. The second argument, if present, limits the maximum number of addresses shown. Addresses are shown in order from least to most recently visited.
Examples:
history ,5
- Displays up to five most recently visited PC addresses and instructions for the visible CPU.
history 3
- Displays recently visited PC addresses and instructions for the fourth CPU in the system (zero-based index).
history audiocpu,1
- Displays the most recently visited PC address and instruction for
the CPU with the absolute tag
:audiocpu
.
trackpc¶
trackpc [<enable>[,<CPU>[,<clear>]]]
Turns visited PC address tracking for disassembly views on or off. Instructions at addresses visited while tracking is on are highlighted in debugger disassembly views. The first argument is a Boolean specifying whether tracking should be turned on or off (defaults to on). The second argument specifies the CPU to enable or disable tracking for (see Specifying devices and address spaces for details); if no CPU is specified, the visible CPU is assumed. The third argument is a Boolean specifying whether existing data should be cleared (defaults to false).
Examples:
trackpc 1
- Begin or tracking the current CPU’s PC.
trackpc 1,0,1
- Begin or continue tracking PC on the first CPU in the system (zero-based index), but clear the history tracked so far.
Back to General Debugger Commands
trackmem¶
trackmem [<enable>,[<CPU>,[<clear>]]]
Enables or disables logging the PC address each time a memory address is written to. The first argument is a Boolean specifying whether tracking should be enabled or disabled (defaults to enabled). The second argument specifies the CPU to enable or disable tracking for (see Specifying devices and address spaces for details); if no CPU is specified, the visible CPU is assumed. The third argument is a Boolean specifying whether existing data should be cleared (defaults to false).
Use pcatmem to retrieve this data. Right-clicking a debugger memory view will also display the logged PC value for the given address in some configurations.
Examples:
trackmem
- Begin or continue tracking memory writes for the visible CPU.
trackmem 1,0,1
- Begin or continue tracking memory writes for the first CPU in the system (zero-based index), but clear existing tracking data.
Back to General Debugger Commands
pcatmem¶
pcatmem[{d|i|o}] <address>[:<space>]
Returns the PC value at the time the specified address was most recently written to. The argument is the requested address, optionally followed by a colon and a CPU and/or address space (see Specifying devices and address spaces for details). The optional d, i or o suffix controls the default address space for the command.
Tracking must be enabled for the data this command uses to be recorded (see trackmem). Right-clicking a debugger memory view will also display the logged PC value for the given address in some configurations.
Examples:
pcatmem 400000
- Print the PC value when location 400000 in the visible CPU’s program space was most recently written.
pcatmem 3bc:io
- Print the PC value when location 3bc in the visible CPU’s
io
space was most recently written. pcatmem 1400:audiocpu
- Print the PC value when location 1400 in the CPU
:audiocpu
’s program space was most recently written.
Back to General Debugger Commands
rewind¶
rewind
Loads the most recent RAM-based saved state. When enabled, rewind
states are saved when step,
over and out commands
are used, storing the machine state as of the moment before stepping.
May be abbreviated to rw
.
Consecutively loading rewind states can work like reverse execution. Depending on which steps forward were taken previously, the behavior can be similar to GDB's reverse-stepi and reverse-next commands. All output for this command is currently echoed into the running machine window.
Previous memory and PC tracking statistics are cleared. Actual reverse execution does not occur.
Examples:
rewind
- Load the previous RAM-based save state.
rw
- Abbreviated form of the command.
Back to General Debugger Commands
statesave¶
statesave <filename>
Creates a save state at the current moment in emulated time. The state
file is written to the configured save state directory (see the
state_directory option), and
the .sta extension is automatically appended to the specified file
name. May be abbreviates to ss
.
All output from this command is currently echoed into the running machine window.
Examples:
statesave foo
- Saves the emulated machine state to the file foo.sta in the configured save state directory.
ss bar
- Abbreviated form of the command – saves the emulated machine state to bar.sta.
Back to General Debugger Commands
stateload¶
stateload <filename>
Restores a saved state file from disk. The specified state file is read
from the configured save state directory (see the
state_directory option), and the
.sta extension is automatically appended to the specified file name.
May be abbreviated to sl
.
All output for this command is currently echoed into the running machine window. Previous memory and PC tracking statistics are cleared.
Examples:
stateload foo
- Loads state from file foo.sta to the configured save state directory.
sl bar
- Abbreviated form of the command – loads the file bar.sta.
Back to General Debugger Commands
snap¶
snap [<filename>[,<scrnum>]]
Takes a snapshot of the emulated video display and saves it to the configured snapshot directory (see the snapshot_directory option). If a file name is specified, a single screenshot for the specified screen is saved using the specified filename (or the first emulated screen in the system if a screen is not specified). If a file name is not specified, the configured snapshot view and file name pattern are used (see the snapview and snapname options).
If a file name is specified, the .png extension is automatically appended. The screen number is specified as a zero-based index, as seen in the names of automatically-generated single-screen views in MAME’s video options menus.
Examples:
snap
- Takes a snapshot using the configured snapshot view and file name options.
snap shinobi
- Takes a snapshot of the first emulated video screen and saves it as shinobi.png in the configured snapshot directory.
Back to General Debugger Commands
source¶
source <filename>
Reads the specified file in text mode and executes each line as a debugger command. This is similar to running a shell script or batch file.
Examples:
source break_and_trace.cmd
- Reads and executes debugger commands from break_and_trace.cmd.
Back to General Debugger Commands
time¶
Prints the total elapsed emulated time to the debugger console.
Examples:
time
- Prints the elapsed emulated time.
Back to General Debugger Commands
quit¶
quit
Closes the debugger and ends the emulation session immediately. Either exits MAME or returns to the system selection menu, depending on whether the system was specified on the command line when starting MAME.
Examples:
quit
- Exits the emulation session immediately.
Back to General Debugger Commands
Memory Debugger Commands¶
- dasm
- disassemble code to a file
- find
- search emulated memory for data
- fill
- fill emulated memory with specified pattern
- dump
- dump emulated memory to a file as text
- strdump
- dump delimited strings from emulated memory to a file
- save
- save binary data from emulated memory to a file
- saver
- save binary data from a memory region to a file
- load
- load binary data from a file to emulated memory
- loadr
- load binary data from a file to a memory region
- map
- map a logical address to the corresponding physical address and handler
- memdump
- dump current memory maps to a file
dasm¶
dasm <filename>,<address>,<length>[,<opcodes>[,<CPU>]]
Disassembles program memory to the file specified by the <filename> parameter. The <address> parameter specifies the address to start disassembling from, and the <length> parameter specifies how much memory to disassemble. The range <address> through <address>+<length>-1, inclusive, will be disassembled to the file. By default, raw opcode data is output with each line. The optional <opcodes> parameter is a Boolean that enables disables this feature. By default, program memory for the visible CPU is disassembled. To disassemble program memory for a different CPU, specify it using the optional fifth parameter (see Specifying devices and address spaces for details).
Examples:
dasm venture.asm,0,10000
- Disassembles addresses 0-ffff for the visible CPU, including raw opcode data, to the file venture.asm.
dasm harddriv.asm,3000,1000,0,2
- Disassembles addresses 3000-3fff for the third CPU in the system (zero-based index), without raw opcode data, to the file harddriv.asm.
Back to Memory Debugger Commands
find¶
f[ind][{d|i|o}] <address>[:<space>],<length>[,<data>[,…]]
Search through memory for the specified sequence of data. The
<address> is the address to begin searching from, optionally
followed by a device and/or address space (see
Specifying devices and address spaces for details); the <length> specifies
how much memory to search. If an address space is not specified, the
command suffix sets the address space: find
defaults to the first
address space exposed by the device, findd
defaults to the space
with index 1 (data), findi
default to the space with index 2 (I/O),
and findo
defaults to the space with index 3 (opcodes).
The <data> can either be a quoted string, a numeric value or
expression, or the wildcard character ?
. By default, strings imply
a byte-sized search; by default non-string data is searched using the
native word size of the address space. To override the search size for
non-string data, you can prefix values with b.
to force byte-sized
search, w.
for word-sized search, d.
for double word-sized
search, and q.
for quadruple word-sized search. Overrides propagate
to subsequent values, so if you want to search for a sequence of words,
you need only prefix the first value with w.
. Also note that you
can intermix sizes to perform more complex searches.
The entire range <address> through <address>+<length>-1, inclusive, will be searched for the sequence, and all occurrences will be displayed.
Examples:
find 0,10000,"HIGH SCORE",0
- Searches the address range 0-ffff in the program space of the visible CPU for the string “HIGH SCORE” followed by a 0 byte.
find 300:tms9918a,100,w.abcd,4567
- Searches the address range 300-3ff in the first address space
exposed by the device with the absolute tag
:tms9918a
for the word-sized value abcd followed by the word-sized value 4567. find 0,8000,"AAR",d.0,"BEN",w.0
- Searches the address range 0000-7fff for the string “AAR” followed by a dword-sized 0 followed by the string “BEN”, followed by a word-sized 0.
Back to Memory Debugger Commands
fill¶
fill[{d|i|o}] <address>[:<space>],<length>[,<data>[,…]]
Overwrite a block of memory with copies of the supplied data sequence.
The <address> specifies the address to begin writing at, optionally
followed by a device and/or address space (see
Specifying devices and address spaces for details); the <length> specifies how
much memory to fill. If an address space is not specified, the command
suffix sets the address space: fill
defaults to the first
address space exposed by the device, filld
defaults to the space
with index 1 (data), filli
default to the space with index 2 (I/O),
and fillo
defaults to the space with index 3 (opcodes).
The <data> can either be a quoted string, or a numeric value or
expression. By default, non-string data is written using the native
word size of the address space. To override the data size for non-string
data, you can prefix values with b.
to force byte-sized fill, w.
for word-sized fill, d.
for double word-sized fill, and q.
for
quadruple word-sized fill. Overrides propagate to subsequent values, so
if you want to fill with a series of words, you need only prefix the
first value with w.
. Also note that you can intermix sizes to
perform more complex fills. The fill operation may be truncated if a
page fault occurs or if part of the sequence or string would fall beyond
<address>+<length>-1.
Back to Memory Debugger Commands
dump¶
dump[{d|i|o}] <filename>,<address>[:<space>],<length>[,<group>[,<ascii>[,<rowsize>]]]
Dump memory to the text file specified by the <filename> parameter.
The <address> specifies the address to start dumping from,
optionally followed by a device and/or address space (see
Specifying devices and address spaces for details); the <length> specifies how
much memory to dump. If an address space is not specified, the command
suffix sets the address space: dump
defaults to the first
address space exposed by the device, dumpd
defaults to the space
with index 1 (data), dumpi
default to the space with index 2 (I/O),
and dumpo
defaults to the space with index 3 (opcodes).
The range <address> through <address>+<length>-1, inclusive, will be output to the file. By default, the data will be output using the native word size of the address space. You can override this by specifying the <group> parameter, which can be used to group the data in 1-, 2-, 4- or 8-byte chunks. The optional <ascii> parameter is a Boolean value used to enable or disable output of ASCII characters on the right of each line (enabled by default). The optional <rowsize> parameter specifies the amount of data on each line in address units (defaults to 16 bytes).
Examples:
dump venture.dmp,0,10000
- Dumps addresses 0-ffff from the program space of the visible CPU in 1-byte chunks, including ASCII data, to the file venture.dmp.
dumpd harddriv.dmp,3000:3,1000,4,0
- Dumps data memory addresses 3000-3fff from the fourth CPU in the system (zero-based index) in 4-byte chunks, without ASCII data, to the file harddriv.dmp.
dump vram.dmp,0:sms_vdp:videoram,4000,1,false,8
- Dumps
videoram
space addresses 0000-3fff from the device with the absolute tag path:sms_vdp
in 1-byte chunks, without ASCII data, with 8 bytes per line, to the file vram.dmp.
Back to Memory Debugger Commands
strdump¶
strdump[{d|i|o}] <filename>,<address>[:<space>],<length>[,<term>]
Dump memory to the text file specified by the <filename> parameter.
The <address> specifies the address to start dumping from,
optionally followed by a device and/or address space (see
Specifying devices and address spaces for details); the <length> specifies how
much memory to dump. If an address space is not specified, the command
suffix sets the address space: strdump
defaults to the first
address space exposed by the device, strdumpd
defaults to the space
with index 1 (data), strdumpi
default to the space with index 2
(I/O), and strdumpo
defaults to the space with index 3 (opcodes).
By default, the data will be interpreted as a series of NUL-terminated (ASCIIZ) strings, the dump will have one string per line, and C-style escapes sequences will be used for bytes that do not represent printable ASCII characters. The optional <term> parameter can be used to specify a different string terminator character.
Back to Memory Debugger Commands
save¶
save[{d|i|o}] <filename>,<address>[:<space>],<length>
Save raw memory to the binary file specified by the <filename>
parameter. The <address> specifies the address to start saving
from, optionally followed by a device and/or address space (see
Specifying devices and address spaces for details); the <length> specifies how
much memory to save. If an address space is not specified, the command
suffix sets the address space: save
defaults to the first address
space exposed by the device, saved
defaults to the space with index
1 (data), savei
default to the space with index 2 (I/O), and
saveo
defaults to the space with index 3 (opcodes).
The range <address> through <address>+<length>-1, inclusive, will be output to the file.
Examples:
save venture.bin,0,10000
- Saves addresses 0-ffff from the program space of the current CPU to the binary file venture.bin
saved harddriv.bin,3000:3,1000
- Saves data memory addresses 3000-3fff from the fourth CPU in the system (zero-based index) to the binary file harddriv.bin.
save vram.bin,0:sms_vdp:videoram,4000
- Saves
videoram
space addresses 0000-3fff from the device with the absolute tag path:sms_vdp
to the binary file vram.bin.
Back to Memory Debugger Commands
saver¶
saver <filename>,<address>,<length>,<region>
Save raw content of memory region specified by the <region> parameter to the binary file specified by the <filename> parameter. Regions tags follow the same rules as device tags (see Specifying devices and address spaces). The <address> specifies the address to start saving from, and the <length> specifies how much memory to save. The range <address> through <address>+<length>-1, inclusive, will be output to the file.
Examples:
saver data.bin,200,100,:monitor
- Saves
:monitor
region addresses 200-2ff to the binary file data.bin. saver cpurom.bin,1000,400,.
- Saves addresses 1000-13ff from the memory region with the same tag as the visible CPU to the binary file cpurom.bin.
Back to Memory Debugger Commands
load¶
load[{d|i|o}] <filename>,<address>[:<space>][,<length>]
Load raw memory from the binary file specified by the <filename>
parameter. The <address> specifies the address to start loading to,
optionally followed by a device and/or address space (see
Specifying devices and address spaces for details); the <length> specifies how
much memory to load. If an address space is not specified, the command
suffix sets the address space: load
defaults to the first address
space exposed by the device, loadd
defaults to the space with index
1 (data), loadi
default to the space with index 2 (I/O), and
loado
defaults to the space with index 3 (opcodes).
The range <address> through <address>+<length>-1, inclusive, will be read in from the file. If the <length> is omitted, if it is zero, or if it is greater than the total length of the file, the entire contents of the file will be loaded but no more.
Note that this has the same effect as writing to the address space from
a debugger memory view, or using the b@
, w@
, d@
or q@
memory accessors in debugger expressions. Read-only memory will not be
overwritten, and writing to I/O addresses may have effects beyond
setting register values.
Examples:
load venture.bin,0,10000
- Loads addresses 0-ffff in the program space for the visible CPU from the binary file venture.bin.
loadd harddriv.bin,3000,1000,3
- Loads data memory addresses 3000-3fff in the program space for the fourth CPU in the system (zero-based index) from the binary file harddriv.bin.
load vram.bin,0:sms_vdp:videoram
- Loads the
videoram
space for the device with the absolute tag path:sms_vdp
starting at address 0000 with the entire content of the binary file vram.bin.
Back to Memory Debugger Commands
loadr¶
loadr <filename>,<address>,<length>,<region>
Load memory in the memory region specified by the <region> with raw data from the binary file specified by the <filename> parameter. Regions tags follow the same rules as device tags (see Specifying devices and address spaces). The <address> specifies the address to start loading to, and the <length> specifies how much memory to load. The range <address> through <address>+<length>-1, inclusive, will be read in from the file. If the <length> is zero, or is greater than the total length of the file, the entire contents of the file will be loaded but no more.
Examples:
loadr data.bin,200,100,:monitor
- Loads
:monitor
region addresses 200-2ff from the binary file data.bin. loadr cpurom.bin,1000,400,.
- Loads addresses 1000-13ff in the memory region with the same tag as the visible CPU from the binary file cpurom.bin.
Back to Memory Debugger Commands
map¶
map[{d|i|o}] <address>[:<space>]
Map a logical memory address to the corresponding physical address, as
well as reporting the handler name. The address may optionally be
followed by a colon and device and/or address space (see
Specifying devices and address spaces for details). If an address space is not
specified, the command suffix sets the address space: map
defaults
to the first address space exposed by the device, mapd
defaults to
the space with index 1 (data), mapi
default to the space with index
2 (I/O), and mapo
defaults to the space with index 3 (opcodes).
Examples:
map 152d0
- Gives the physical address and handler name for logical address 152d0 in program memory for the visible CPU.
map 107:sms_vdp
- Gives the physical address and handler name for logical address 107
in the first address space for the device with the absolute tag path
:sms_vdp
.
Back to Memory Debugger Commands
memdump¶
memdump [<filename>,[<device>]]
Dumps the current memory maps to the file specified by <filename>, or memdump.log if omitted. If <device> is specified (see Specifying devices and address spaces), only memory maps for the part of the device tree rooted at this device will be dumped.
Examples:
memdump mylog.log
- Dumps memory maps for all devices in the system to the file mylog.log.
memdump
- Dumps memory maps for all devices in the system to the file memdump.log.
memdump audiomaps.log,audiopcb
- Dumps memory maps for the device with the absolute tag path
:audiopcb
and all its child devices to the file audiomaps.log. memdump mylog.log,1
- Dumps memory maps for the second CPU device in the system (zero-based index) and all its child devices to the file mylog.log.
Back to Memory Debugger Commands
Execution Debugger Commands¶
- step
- single step for <count> instructions (F11)
- over
- single step over <count> instructions (F10)
- out
- single step until the current subroutine/exception handler returns (Shift-F11)
- go
- resume execution (F5)
- gbt
- resume execution until next true branch is executed
- gbf
- resume execution until next false branch is executed
- gex
- resume execution until exception is raised
- gint
- resume execution until interrupt is taken (F7)
- gni
- resume execution until next further instruction
- gtime
- resume execution until the given delay has elapsed
- gvblank
- resume execution until next vertical blanking interval (F8)
- next
- resume execution until the next CPU switch (F6)
- focus
- focus debugger only on <CPU>
- ignore
- stop debugging on <CPU>
- observe
- resume debugging on <CPU>
- trace
- trace the specified CPU to a file
- traceover
- trace the specified CPU to a file skipping subroutines
- traceflush
- flush all open trace files.
step¶
s[tep] [<count>]
Single steps one or more instructions on the currently executing CPU. Executes one instruction if <count> is omitted, or steps <count> instructions if it is supplied.
Examples:
s
- Steps forward one instruction on the current CPU.
step 4
- Steps forward four instructions on the current CPU.
Back to Execution Debugger Commands
over¶
o[ver] [<count>]
The over command single steps “over” one or more instructions on the currently executing CPU, stepping over subroutine calls and exception handler traps and counting them as a single instruction. Note that when stepping over a subroutine call, code may execute on other CPUs before the subroutine returns.
Steps over one instruction if <count> is omitted, or steps over <count> instructions if it is supplied.
Note that the step over functionality may not be implemented for all CPU
types. If it is not implemented, then over
will behave exactly like
step.
Examples:
o
- Steps forward over one instruction on the current CPU.
over 4
- Steps forward over four instructions on the current CPU.
Back to Execution Debugger Commands
out¶
out
Single steps until a return from subroutine or return from exception instruction is encountered. Note that because it detects return from exception conditions, if you attempt to step out of a subroutine and an interrupt/exception occurs before the subroutine completes, execution may stop prematurely at the end of the exception handler.
Note that the step out functionality may not be implemented for all CPU
types. If it is not implemented, then out
will behave exactly like
step.
Example:
out
- Steps until a subroutine or exception handler returns.
Back to Execution Debugger Commands
go¶
g[o] [<address>]
Resumes execution. Control will not be returned to the debugger until a breakpoint or watchpoint is triggered, or a debugger break is manually requested. If the optional <address> is supplied, a temporary unconditional breakpoint will be set for the visible CPU at the specified address. It will be cleared automatically when triggered.
Examples:
g
- Resume execution until a breakpoint/watchpoint is triggered, or a break is manually requested.
g 1234
- Resume execution, stopping at address 1234, unless another condition causes execution to stop before then.
Back to Execution Debugger Commands
gbf¶
gbf [<condition>]
Resumes execution. Control will not be returned to the debugger until a breakpoint or watchpoint is triggered, or until a conditional branch or skip instruction is not taken, following any delay slots.
The optional <condition> parameter lets you specify an expression that will be evaluated each time a conditional branch is encountered. If the result of the expression is true (non-zero), execution will be halted after the branch if it is not taken; otherwise, execution will continue with no notification.
Examples:
gbf
- Resume execution until a breakpoint/watchpoint is triggered, or until the next false branch.
gbf {pc != 1234}
- Resume execution until the next false branch, disregarding the instruction at address 1234.
Back to Execution Debugger Commands
gbt¶
gbt [<condition>]
Resumes execution. Control will not be returned to the debugger until a breakpoint or watchpoint is triggered, or until a conditional branch or skip instruction is taken, following any delay slots.
The optional <condition> parameter lets you specify an expression that will be evaluated each time a conditional branch is encountered. If the result of the expression is true (non-zero), execution will be haltedafter the branch if it is taken; otherwise, execution will continue with no notification.
Examples:
gbt
- Resume execution until a breakpoint/watchpoint is triggered, or until the next true branch.
gbt {pc != 1234}
- Resume execution until the next true branch, disregarding the instruction at address 1234.
Back to Execution Debugger Commands
gex¶
ge[x] [<exception>,[<condition>]]
Resumes execution. Control will not be returned to the debugger until a breakpoint or watchpoint is triggered, or until an exception condition is raised on the current CPU. Use the optional <exception> parameter to stop execution only for a specific exception condition. If <exception> is omitted, execution will stop for any exception condition.
The optional <condition> parameter lets you specify an expression that will be evaluated each time the specified exception condition is raised. If the result of the expression is true (non-zero), the exception will halt execution; otherwise, execution will continue with no notification.
Examples:
gex
- Resume execution until a breakpoint/watchpoint is triggered, or until any exception condition is raised on the current CPU.
ge 2
- Resume execution until a breakpoint/watchpoint is triggered, or until exception condition 2 is raised on the current CPU.
Back to Execution Debugger Commands
gint¶
gi[nt] [<irqline>]
Resumes execution. Control will not be returned to the debugger until a breakpoint or watchpoint is triggered, or until an interrupt is asserted and acknowledged on the current CPU. Use the optional <irqline> parameter to stop execution only for a specific interrupt line being asserted and acknowledged. If <irqline> is omitted, execution will stop when any interrupt is acknowledged.
Examples:
gi
- Resume execution until a breakpoint/watchpoint is triggered, or any interrupt is asserted and acknowledged on the current CPU.
gint 4
- Resume execution until a breakpoint/watchpoint is triggered, or interrupt request line 4 is asserted and acknowledged on the current CPU.
Back to Execution Debugger Commands
gni¶
gni [<count>]
Resumes execution. Control will not be returned to the debugger until a breakpoint or watchpoint is triggered. A temporary unconditional breakpoint is set at the prorgam address <count> instructions sequentially past the current one. When this breakpoint is hit, it is automatically removed.
The <count> parameter is optional and defaults to 1 if omitted. If <count> is specified as zero, the command does nothing. <count> is not permitted to exceed 512 decimal.
Examples:
gni
- Resume execution until a breakpoint/watchpoint is triggered, including the temporary breakpoint set at the address of the following instruction.
gni 2
- Resume execution until a breakpoint/watchpoint is triggered. A temporary breakpoint is set two instructions past the current one.
Back to Execution Debugger Commands
gtime¶
gt[ime] <milliseconds>
Resumes execution. Control will not be returned to the debugger until a specified interval of emulated time has elapsed. The interval is specified in milliseconds.
Example:
gtime #10000`
- Resume execution for ten seconds of emulated time.
Back to Execution Debugger Commands
gvblank¶
gv[blank]
Resumes execution. Control will not be returned to the debugger until a breakpoint or watchpoint is triggered, or until the beginning of the vertical blanking interval for an emulated screen.
Example:
gv
- Resume execution until a breakpoint/watchpoint is triggered, or a vertical blanking interval starts.
Back to Execution Debugger Commands
next¶
n[ext]
Resumes execution until a different CPU is scheduled. Execution will not stop when a CPU is scheduled if it is ignored due to the use of ignore or focus.
Example:
n
- Resume execution, stopping when a different CPU that is not ignored is scheduled.
Back to Execution Debugger Commands
focus¶
focus <CPU>
Focus exclusively on to the specified <CPU>, ignoring all other CPUs. The <CPU> argument can be a device tag or debugger CPU number (see Specifying devices and address spaces for details). This is equivalent to using the ignore command to ignore all CPUs besides the specified CPU.
Examples:
focus 1
- Focus exclusively on the second CPU in the system (zero-based index), ignoring all other CPUs.
focus audiopcb:melodycpu
- Focus exclusively on the CPU with the absolute tag path
:audiopcb:melodycpu
.
Back to Execution Debugger Commands
ignore¶
ignore [<CPU>[,<CPU>[,…]]]
Ignores the specified CPUs in the debugger. CPUs can be specified by tag or debugger CPU number (see Specifying devices and address spaces for details). The debugger never shows execution for ignored CPUs, and breakpoints or watchpoints on ignored CPUs have no effect. If no CPUs are specified, currently ignored CPUs will be listed. Use the observe command to stop ignoring a CPU.
Note that you cannot ignore all CPUs; at least CPU must be observed at all times.
Examples:
ignore audiocpu
- Ignore the CPU with the absolute tag path
:audiocpu
when using the debugger. ignore 2,3,4
- Ignore the third, fourth and fifth CPUs in the system (zero-based indices) when using the debugger.
ignore
- List the CPUs that are currently being ignored by the debugger.
Back to Execution Debugger Commands
observe¶
observe [<CPU>[,<CPU>[,…]]]
Allow interaction with the specified CPUs in the debugger. CPUs can be specified by tag or debugger CPU number (see Specifying devices and address spaces for details). This command reverses the effects of the ignore command. If no CPUs are specified, currently observed CPUs will be listed.
Examples:
observe audiocpu
- Stop ignoring the CPU with the absolute tag path
:audiocpu
when using the debugger. observe 2,3,4
- Stop ignoring the third, fourth and fifth CPUs in the system (zero-based indices) when using the debugger.
observe
- List the CPUs that are currently being observed by the debugger.
Back to Execution Debugger Commands
trace¶
trace {<filename>|off}[,<CPU>[,[noloop|logerror][,<action>]]]
Starts or stops tracing for execution of the specified <CPU>, or the
currently visible CPU if no CPU is specified. To enable tracing,
specify the trace log file name in the <filename> parameter. To
disable tracing, use the keyword off
for for the <filename>
parameter. If the <filename> argument begins with two right angle
brackets (>>), it is treated as a directive to open the file for
appending rather than overwriting.
The optional third parameter is a flags field. The supported flags are
noloop
and logerror
. Multiple flags must be separated by |
(pipe) characters. By default, loops are detected and condensed to a
single line. If the noloop
flag is specified, loops will not be
detected and every instruction will be logged as executed. If the
logerror
flag is specified, error log output will be included in the
trace log.
The optional <action> parameter is a debugger command to execute
before each trace message is logged. Generally, this will include a
tracelog or tracesym
command to include additional information in the trace log. Note that
you may need to surround the action within braces { }
to ensure
commas and semicolons within the command are not interpreted in the
context of the trace
command itself.
Examples:
trace joust.tr
- Begin tracing the execution of the currently visible CPU, logging output to the file joust.tr.
trace dribling.tr,maincpu
- Begin tracing the execution of the CPU with the absolute tag path
:maincpu:
, logging output to the file dribling.tr. trace starswep.tr,,noloop
- Begin tracing the execution of the currently visible CPU, logging output to the file starswep.tr, with loop detection disabled.
trace starswep.tr,1,logerror
- Begin tracing the execution of the second CPU in the system (zero-based index), logging output along with error log output to the file starswep.tr.
trace starswep.tr,0,logerror|noloop
- Begin tracing the execution of the first CPU in the system (zero-based index), logging output along with error log output to the file starswep.tr, with loop detection disabled.
trace >>pigskin.tr
- Begin tracing execution of the currently visible CPU, appending log output to the file pigskin.tr.
trace off,0
- Turn off tracing for the first CPU in the system (zero-based index).
trace asteroid.tr,,,{tracelog "A=%02X ",a}
- Begin tracing the execution of the currently visible CPU, logging output to the file asteroid.tr. Before each line, output A=<aval> to the trace log.
Back to Execution Debugger Commands
traceover¶
traceover {<filename>|off}[,<CPU>[,[noloop|logerror][,<action>]]]
Starts or stops tracing for execution of the specified <CPU>, or the currently visible CPU if no CPU is specified. When a subroutine call is encountered, tracing will skip over the subroutine. The same algorithm is used as is used in the step over command. It will not work properly with recursive functions, or if the return address does not immediately follow the call instruction.
This command accepts the same parameters as the trace command. Please refer to the corresponding section for a detailed description of options and more examples.
Examples:
traceover joust.tr
- Begin tracing the execution of the currently visible CPU, logging output to the file joust.tr.
traceover dribling.tr,maincpu
- Begin tracing the execution of the CPU with the absolute tag path
:maincpu:
, logging output to the file dribling.tr. traceover starswep.tr,,noloop
- Begin tracing the execution of the currently visible CPU, logging output to the file starswep.tr, with loop detection disabled.
traceover off,0
- Turn off tracing for the first CPU in the system (zero-based index).
traceover asteroid.tr,,,{tracelog "A=%02X ",a}
- Begin tracing the execution of the currently visible CPU, logging output to the file asteroid.tr. Before each line, output A=<aval> to the trace log.
Back to Execution Debugger Commands
traceflush¶
traceflush
Flushes all open trace log files to disk.
Example:
traceflush
- Flush trace log files.
Back to Execution Debugger Commands
Breakpoint Debugger Commands¶
- bpset
- sets a breakpoint at <address>
- bpclear
- clears a specific breakpoint or all breakpoints
- bpdisable
- disables a specific breakpoint or all breakpoints
- bpenable
- enables a specific breakpoint or all breakpoints
- bplist
- lists breakpoints
Breakpoints halt execution and activate the debugger before a CPU executes an instruction at a particular address.
bpset¶
bp[set] <address>[:<CPU>][,<condition>[,<action>]]
Sets a new execution breakpoint at the specified <address>. The <address> may optionally be followed by a colon and a tag or debugger CPU number to set a breakpoint for a specific CPU. If no CPU is specified, the breakpoint will be set for the CPU currently visible in the debugger.
The optional <condition> parameter lets you specify an expression
that will be evaluated each time the breakpoint address is hit. If the
result of the expression is true (non-zero), the breakpoint will halt
execution; otherwise, execution will continue with no notification. The
optional <action> parameter provides a command to be executed
whenever the breakpoint is hit and the <condition> is true. Note
that you may need to surround the action with braces { }
to ensure
commas and semicolons within the command are not interpreted in the
context of the bpset
command itself.
Each breakpoint that is set is assigned a numeric index which can be used to refer to it in other breakpoint commands. Breakpoint indices are unique throughout a session.
Examples:
bp 1234
- Set a breakpoint for the visible CPU that will halt execution whenever the PC is equal to 1234.
bp 23456,a0 == 0 && a1 == 0
- Set a breakpoint for the visible CPU that will halt execution
whenever the PC is equal to 23456 and the expression
a0 == 0 && a1 == 0
is true. bp 3456:audiocpu,1,{ printf "A0=%08X\n",a0 ; g }
- Set a breakpoint for the CPU with the absolute tag path
:audiocpu
that will halt execution whenever the PC is equal to 3456. When this happens, print A0=<a0val> to the debugger console and resume execution. bp 45678:2,a0==100,{ a0 = ff ; g }
- Set a breakpoint on the third CPU in the system (zero-based index)
that will halt execution whenever the PC is equal to 45678 and the
expression
a0 == 100
is true. When that happens, set a0 to ff and resume execution. temp0 = 0 ; bp 567890,++temp0 >= 10
- Set a breakpoint for the visible CPU that will halt execution
whenever the PC is equal to 567890 and the expression
++temp0 >= 10
is true. This effectively breaks only after the breakpoint has been hit sixteen times.
Back to Breakpoint Debugger Commands
bpclear¶
bpclear [<bpnum>[,…]]
Clear breakpoints. If <bpnum> is specified, the breakpoints referred to will be cleared. If <bpnum> is not specified, all breakpoints will be cleared.
Examples:
bpclear 3
- Clear the breakpoint with index 3.
bpclear
- Clear all breakpoints.
Back to Breakpoint Debugger Commands
bpdisable¶
bpdisable [<bpnum>[,…]]
Disable breakpoints. If <bpnum> is specified, the breakpoints referred to will be disabled. If <bpnum> is not specified, all breakpoints will be disabled.
Note that disabling a breakpoint does not delete it, it just temporarily marks the breakpoint as inactive. Disabled breakpoints will not cause execution to halt, their associated condition expressions will not be evaluated, and their associated commands will not be executed.
Examples:
bpdisable 3
- Disable the breakpoint with index 3.
bpdisable
- Disable all breakpoints.
Back to Breakpoint Debugger Commands
bpenable¶
bpenable [<bpnum>[,…]]
Enable breakpoints. If <bpnum> is specified, the breakpoint referred to will be enabled. If <bpnum> is not specified, all breakpoints will be enabled.
Examples:
bpenable 3
- Enable the breakpoint with index 3.
bpenable
- Enable all breakpoints.
Back to Breakpoint Debugger Commands
bplist¶
bplist [<CPU>]
List current breakpoints, along with their indices and any associated conditions or actions. If no <CPU> is specified, breakpoints for all CPUs in the system will be listed; if a <CPU> is specified, only breakpoints for that CPU will be listed. The <CPU> can be specified by tag or by debugger CPU number (see Specifying devices and address spaces for details).
Examples:
bplist
- List all breakpoints.
bplist .
- List all breakpoints for the visible CPU.
bplist maincpu
- List all breakpoints for the CPU with the absolute tag path
:maincpu
.
Back to Breakpoint Debugger Commands
Watchpoint Debugger Commands¶
- wpset
- sets memory access watchpoints
- wpclear
- clears watchpoints
- wpdisable
- disables watchpoints
- wpenable
- enables enables watchpoints
- wplist
- lists watchpoints
Watchpoints halt execution and activate the debugger when a CPU accesses a location in a particular memory range.
wpset¶
wp[{d|i|o}][set] <address>[:<space>],<length>,<type>[,<condition>[,<action>]]
Sets a new watchpoint starting at the specified <address> and
extending for <length>. The range of the watchpoint is
<address> through <address>+<length>-1, inclusive. The
<address> may optionally be followed by a CPU and/or address space
(see Specifying devices and address spaces for details). If an address space is
not specified, the command suffix sets the address space: wpset
defaults to the first address space exposed by the CPU, wpdset
defaults to the space with index 1 (data), wpiset
defaults to the
space with index 2 (I/O), and wposet
defaults to the space with
index 3 (opcodes). The <type> parameter specifies the access types
to trap on – it can be one of three values: r
for read accesses,
w
for write accesses, or rw
for both read and write accesses.
The optional <condition> parameter lets you specify an expression
that will be evaluated each time the watchpoint is triggered. If the
result of the expression is true (non-zero), the watchpoint will halt
execution; otherwise, execution will continue with no notification. The
optional <action> parameter provides a command to be executed
whenever the watchpoint is triggered and the <condition> is true.
Note that you may need to surround the action with braces { }
to
ensure commas and semicolons within the command are not interpreted in
the context of the wpset
command itself.
Each watchpoint that is set is assigned a numeric index which can be used to refer to it in other watchpoint commands. Watchpoint indices are unique throughout a session.
To make <condition> expressions more useful, two variables are available: for all watchpoints, the variable wpaddr is set to the access address that triggered the watchpoint; for write watchpoints, the variable wpdata is set to the data being written.
Examples:
wp 1234,6,rw
- Set a watchpoint for the visible CPU that will halt execution whenever a read or write to the first address space occurs in the address range 1234-1239, inclusive.
wp 23456:data,a,w,wpdata == 1
- Set a watchpoint for the visible CPU that will halt execution
whenever a write to the
data
space occurs in the address range 23456-2345f and the data written is equal to 1. wp 3456:maincpu,20,r,1,{ printf "Read @ %08X\n",wpaddr ; g }
- Set a watchpoint for the CPU with the absolute tag path
:maincpu
that will halt execution whenever a read from the first address space occurs in the address range 3456-3475. When this happens, print Read @ <wpaddr> to the debugger console and resume execution. temp0 = 0 ; wp 45678,1,w,wpdata==f0,{ temp0++ ; g }
- Set a watchpoint for the visible CPU that will halt execution whenever a write do the first address space occurs at address 45678 where the value being written is equal to f0. When this happens, increment the variable temp0 and resume execution.
Back to Watchpoint Debugger Commands
wpclear¶
wpclear [<wpnum>[,…]]
Clear watchpoints. If <wpnum> is specified, the watchpoints referred to will be cleared. If <wpnum> is not specified, all watchpoints will be cleared.
Examples:
wpclear 3
- Clear the watchpoint with index 3.
wpclear
- Clear all watchpoints.
Back to Watchpoint Debugger Commands
wpdisable¶
wpdisable [<wpnum>[,…]]
Disable watchpoints. If <wpnum> is specified, the watchpoints referred to will be disabled. If <wpnum> is not specified, all watchpoints will be disabled.
Note that disabling a watchpoint does not delete it, it just temporarily marks the watchpoint as inactive. Disabled watchpoints will not cause execution to halt, their associated condition expressions will not be evaluated, and their associated commands will not be executed.
Examples:
wpdisable 3
- Disable the watchpoint with index 3.
wpdisable
- Disable all watchpoints.
Back to Watchpoint Debugger Commands
wpenable¶
wpenable [<wpnum>[,…]]
Enable watchpoints. If <wpnum> is specified, the watchpoints referred to will be enabled. If <wpnum> is not specified, all watchpoints will be enabled.
Examples:
wpenable 3
- Enable the watchpoint with index 3.
wpenable
- Enable all watchpoints.
Back to Watchpoint Debugger Commands
wplist¶
wplist [<CPU>]
List current watchpoints, along with their indices and any associated conditions or actions. If no <CPU> is specified, watchpoints for all CPUs in the system will be listed; if a <CPU> is specified, only watchpoints for that CPU will be listed. The <CPU> can be specified by tag or by debugger CPU number (see Specifying devices and address spaces for details).
Examples:
wplist
- List all watchpoints.
wplist .
- List all watchpoints for the visible CPU.
wplist maincpu
- List all watchpoints for the CPU with the absolute tag path
:maincpu
.
Back to Watchpoint Debugger Commands
Registerpoint Debugger Commands¶
- rpset
- sets a registerpoint to trigger on a condition
- rpclear
- clears registerpoints
- rpdisable
- disables a registerpoint
- rpenable
- enables registerpoints
- rplist
- lists registerpoints
Registerpoints evaluate an expression each time a CPU executes an instruction and halt execution and activate the debugger if the result is true (non-zero).
rpset¶
rp[set] <condition>[,<action>]
Sets a new registerpoint which will be triggered when the expression
supplied as the <condition> evaluates to true (non-zero). Note that
the condition may need to be surrounded with braces { }
to prevent
it from being interpreted as an assignment. The optional <action>
parameter provides a command to be executed whenever the registerpoint
is triggered. Note that you may need to surround the action with braces
{ }
to ensure commas and semicolons within the command are not
interpreted in the context of the rpset
command itself.
Each registerpoint that is set is assigned a numeric index which can be used to refer to it in other registerpoint commands. Registerpoint indices are unique throughout a session.
Examples:
rp {PC==150}
- Set a registerpoint that will halt execution whenever the PC register equals 150.
temp0=0; rp {PC==150},{temp0++; g}
- Set a registerpoint that will increment the variable temp0 whenever the PC register equals 150.
rp {temp0==5}
- Set a registerpoint that will halt execution whenever the temp0 variable equals 5.
Back to Registerpoint Debugger Commands
rpclear¶
rpclear [<rpnum>,[,…]]
Clears registerpoints. If <rpnum> is specified, the registerpoints referred to will be cleared. If <rpnum> is not specified, all registerpoints will be cleared.
Examples:
rpclear 3
- Clear the registerpoint with index 3.
rpclear
- Clear all registerpoints.
Back to Registerpoint Debugger Commands
rpdisable¶
rpdisable [<rpnum>[,…]]
Disables registerpoints. If <rpnum> is specified, the registerpoints referred to will be disabled. If <rpnum> is not specified, all registerpoints will be disabled.
Note that disabling a registerpoint does not delete it, it just temporarily marks the registerpoint as inactive. Disabled registerpoints will not cause execution to halt, their condition expressions will not be evaluated, and their associated commands will not be executed.
Examples:
rpdisable 3
- Disable the registerpoint with index 3.
rpdisable
- Disable all registerpoints.
Back to Registerpoint Debugger Commands
rpenable¶
rpenable [<rpnum>[,…]]
Enables registerpoints. If <rpnum> is specified, the registerpoints referred to will be enabled. If <rpnum> is not specified, all registerpoints will be enabled.
Examples:
rpenable 3
- Enable the registerpoint with index 3.
rpenable
- Enable all registerpoints.
Back to Registerpoint Debugger Commands
rplist¶
rplist [<CPU>]
List current registerpoints, along with their indices and conditions, and any associated actions actions. If no <CPU> is specified, registerpoints for all CPUs in the system will be listed; if a <CPU> is specified, only registerpoints for that CPU will be listed. The <CPU> can be specified by tag or by debugger CPU number (see Specifying devices and address spaces for details).
Examples:
rplist
- List all registerpoints.
rplist .
- List all registerpoints for the visible CPU.
rplist maincpu
- List all registerpoints for the CPU with the absolute tag path
:maincpu
.
Back to Registerpoint Debugger Commands
Exception Point Debugger Commands¶
- epset
- sets a new exception point
- epclear
- clears a specific exception point or all exception points
- epdisable
- disables a specific exception point or all exception points
- epenable
- enables a specific exception point or all exception points
- eplist
- lists exception points
Exception points halt execution and activate the debugger when a CPU raises a particular exception number.
epset¶
ep[set] <type>[,<condition>[,<action>]]
Sets a new exception point for exceptions of type <type>. The
optional <condition> parameter lets you specify an expression that
will be evaluated each time the exception point is hit. If the result
of the expression is true (non-zero), the exception point will actually
halt execution at the start of the exception handler; otherwise,
execution will continue with no notification. The optional <action>
parameter provides a command that is executed whenever the exception
point is hit and the <condition> is true. Note that you may need to
embed the action within braces { }
in order to prevent commas and
semicolons from being interpreted as applying to the epset
command
itself.
The numbering of exceptions depends upon the CPU type. Causes of exceptions may include internally or externally vectored interrupts, errors occurring within instructions and system calls.
Each exception point that is set is assigned an index which can be used in other exception point commands to reference this exception point.
Examples:
ep 2
- Set an exception that will halt execution whenever the visible CPU raises exception number 2.
epclear¶
epclear [<epnum>[,…]]
The epclear command clears exception points. If <epnum> is specified, only the requested exception points are cleared, otherwise all exception points are cleared.
Examples:
epclear 3
- Clear exception point index 3.
epclear
- Clear all exception points.
epdisable¶
epdisable [<epnum>[,…]]
The epdisable command disables exception points. If <epnum> is specified, only the requested exception points are disabled, otherwise all exception points are disabled. Note that disabling an exception point does not delete it, it just temporarily marks the exception point as inactive.
Examples:
epdisable 3
- Disable exception point index 3.
epdisable
- Disable all exception points.
epenable¶
epenable [<epnum>[,…]]
The epenable command enables exception points. If <epnum> is specified, only the requested exception points are enabled, otherwise all exception points are enabled.
Examples:
epenable 3
- Enable exception point index 3.
epenable
- Enable all exception points.
eplist¶
eplist
The eplist command lists all the current exception points, along with their index and any conditions or actions attached to them.
Code Annotation Debugger Commands¶
- comadd
- adds a comment to the disassembled code at given address
- comdelete
- removes a comment from the given address
- comsave
- save the current comments to file
- comlist
- list comments stored in the comment file for the system
- commit
- combined
comadd
andcomsave
command
comadd¶
comadd <address>,<comment>
Sets the specified comment for the specified address in the disassembled
code for the visible CPU. This command may be abbreviated to //
.
Examples:
comadd 0,hello world.
- Adds the comment “hello world.” to the code at address 0.
// 10,undocumented opcode!
- Adds the comment “undocumented opcode!” to the code at address 10.
comdelete¶
comdelete
Deletes the comment at the specified address for the visible CPU.
Examples:
comdelete 10
- Deletes the comment at code address 10 for the visible CPU.
comsave¶
comsave
Saves the current comments to the XML comment file for the emulated system. This file will be loaded by the debugger the next time the system is run with debugging enabled. The directory for saving these files is set using the comment_directory option.
Examples:
comsave
- Saves the current comments to the comment file for the system.
comlist¶
comlist
Reads the comments stored in the XML comment file for the emulated system and prints them to the debugger console. This command does not affect the comments for the current session, it reads the file directly. The directory for these files is set using the comment_directory option.
Examples:
- comlist
- Shows comments stored in the comment file for the system.
commit¶
commit <address>,<comment>
Sets the specified comment for the specified address in the disassembled
code for the visible CPU, and saves comments to the file for the current
emulated system (equivalent to comadd followed
by comsave). This command may be abbreviated to
/*
.
Examples:
commit 0,hello world.
- Adds the comment “hello world.” to the code at address 0 for the visible CPU and saves comments.
/* 10,undocumented opcode!
- Adds the comment “undocumented opcode!” to the code at address 10 for the visible CPU and saves comments.
Cheat Debugger Commands¶
- cheatinit
- initialize the cheat search to the selected memory area
- cheatrange
- add selected memory area to cheat search
- cheatnext
- filter cheat candidates by comparing to previous values
- cheatnextf
- filter cheat candidates by comparing to initial value
- cheatlist
- show the list of cheat search matches or save them to a file
- cheatundo
- undo the last cheat search (state only)
The debugger includes basic cheat search functionality, which works by saving the contents of memory, and then filtering locations according to how the values change.
We’ll demonstrate use of the cheat search functionality to make an
infinite lives cheat for Raiden (raiden
):
Start the game with the debugger active. Allow the game to run, insert a coin, and start a game, then break into the debugger.
Ensure the main CPU is visible, and start a search for 8-bit unsigned values using the cheatinit command:
>cheatinit ub 36928 cheat locations initialized for NEC V30 ':maincpu' program space
Allow the game to run, lose a life and break into the debugger.
Use the cheatnext command to filter locations that have decreased by 1:
>cheatnext -,1 12 cheats found
Allow the game to run, lose another life, break into the debugger, and filter locations that have decreased by 1 again:
>cheatnext -,1 Address=0B85 Start=03 Current=01 1 cheats found
Use the cheatlist command to save the cheat candidate to a file:
>cheatlist raiden-p1-lives.xml
The file now contains an XML fragment with cheat to set the candidate location to the initial value:
<cheat desc="Possibility 1: 00B85 (01)"> <script state="run"> <action>:maincpu.pb@0x00B85=0x03</action> </script> </cheat>
cheatinit¶
cheatinit [[<sign>[<width>[<swap>]]],[<address>,<length>[,<space>]]]
Initialize the cheat search to writable RAM areas in the specified
address space. May be abbreviated to ci
.
The first argument specifies the data format to search for. The <sign> may be u for unsigned or s for signed, the <width> may be b for 8-bit (byte), w for 16-bit (word), d for 32-bit (double word), or q for 64-bit (quadruple word); <swap> may be s for reversed byte order. If the first argument is omitted or empty, the data format from the previous cheat search is used, or unsigned 8-bit format if this is the first cheat search.
The <address> specifies the address to start searching from, and the <length> specifies how much memory to search. If specified, writable RAM in the range <address> through <address>+<length>-1, inclusive, will be searched; otherwise, all writable RAM in the address space will be searched.
See Specifying devices and address spaces for details on specifying address spaces. If the address space is not specified, it defaults to the first address space exposed by the visible CPU.
Examples:
cheatinit ub,0x1000,0x10
- Initialize the cheat search for unsigned 8-bit values in addresses 0x1000-0x100f in the program space of the visible CPU.
cheatinit sw,0x2000,0x1000,1
- Initialize the cheat search for signed 16-bit values in addresses 0x2000-0x2fff in the program space of the second CPU in the system (zero-based index).
cheatinit uds,0x0000,0x1000
- Initialize the cheat search for unsigned 64-bit values with reverse byte order in addresses 0x0000-0x0fff in the program space of the visible CPU.
Back to Cheat Debugger Commands
cheatrange¶
cheatrange <address>,<length>
Add writable RAM areas to the cheat search. May be abbreviated to
cr
. Before using this command, the
cheatinit command must be used to
initialize the cheat search and set the address space and data format.
The <address> specifies the address to start searching from, and the <length> specifies how much memory to search. Writable RAM in the range <address> through <address>+<length>-1, inclusive, will be added to the areas to search.
Examples:
cheatrange 0x1000,0x10
- Add addresses 0x1000-0x100f to the areas to search for cheats.
Back to Cheat Debugger Commands
cheatnext¶
cheatnext <condition>[,<comparisonvalue>]
Filter candidates by comparing to the previous search values. If five
or fewer candidates remain, they will be shown in the debugger console.
May be abbreviated to cn
.
Possible <condition> arguments:
all
- Use to update the last value without changing the current matches (the <comparisonvalue> is not used).
equal
(eq
)- Without <comparisonvalue>, search for values that are equal to the previous search; with <comparisonvalue>, search for values that are equal to the <comparisonvalue>.
notequal
(ne
)- Without <comparisonvalue>, search for values that are not equal to the previous search; with <comparisonvalue>, search for values that are not equal to the <comparisonvalue>.
decrease
(de
,-
)- Without <comparisonvalue>, search for values that have decreased since the previous search; with <comparisonvalue>, search for values that have decreased by the <comparisonvalue> since the previous search.
increase
(in
,+
)- Without <comparisonvalue>, search for values that have increased since the previous search; with <comparisonvalue>, search for values that have increased by the <comparisonvalue> since the previous search.
decreaseorequal
(deeq
)- Search for values that have decreased or are unchanged since the previous search (the <comparisonvalue> is not used).
increaseorequal
(ineq
)- Search for values that have increased or are unchanged since the previous search (the <comparisonvalue> is not used).
smallerof
(lt
,<
)- Search for values that are less than the <comparisonvalue> (the <comparisonvalue> is required).
greaterof
(gt
,>
)- Search for values that are greater than the <comparisonvalue> (the <comparisonvalue> is required).
changedby
(ch
,~
)- Search for values that have changed by the <comparisonvalue> since the previous search (the <comparisonvalue> is required).
Examples:
cheatnext increase
- Search for all values that have increased since the previous search.
cheatnext decrease,1
- Search for all values that have decreased by 1 since the previous search.
Back to Cheat Debugger Commands
cheatnextf¶
cheatnextf <condition>[,<comparisonvalue>]
Filter candidates by comparing to the initial search values. If five or
fewer candidates remain, they will be shown in the debugger console.
May be abbreviated to cn
.
Possible <condition> arguments:
all
- Use to update the last value without changing the current matches (the <comparisonvalue> is not used).
equal
(eq
)- Without <comparisonvalue>, search for values that are equal to the initial search; with <comparisonvalue>, search for values that are equal to the <comparisonvalue>.
notequal
(ne
)- Without <comparisonvalue>, search for values that are not equal to the initial search; with <comparisonvalue>, search for values that are not equal to the <comparisonvalue>.
decrease
(de
,-
)- Without <comparisonvalue>, search for values that have decreased since the initial search; with <comparisonvalue>, search for values that have decreased by the <comparisonvalue> since the initial search.
increase
(in
,+
)- Without <comparisonvalue>, search for values that have increased since the initial search; with <comparisonvalue>, search for values that have increased by the <comparisonvalue> since the initial search.
decreaseorequal
(deeq
)- Search for values that have decreased or are unchanged since the initial search (the <comparisonvalue> is not used).
increaseorequal
(ineq
)- Search for values that have increased or are unchanged since the initial search (the <comparisonvalue> is not used).
smallerof
(lt
,<
)- Search for values that are less than the <comparisonvalue> (the <comparisonvalue> is required).
greaterof
(gt
,>
)- Search for values that are greater than the <comparisonvalue> (the <comparisonvalue> is required).
changedby
(ch
,~
)- Search for values that have changed by the <comparisonvalue> since the initial search (the <comparisonvalue> is required).
Examples:
cheatnextf increase
- Search for all values that have increased since the initial search.
cheatnextf decrease,1
- Search for all values that have decreased by 1 since the initial search.
Back to Cheat Debugger Commands
cheatlist¶
cheatlist [<filename>]
Without <filename>, show the current cheat matches in the debugger
console; with <filename>, save the current cheat matches in basic
XML format to the specified file. May be abbreviated to cl
.
Examples:
cheatlist
- Show the current matches in the console.
cheatlist cheat.xml
- Save the current matches to the file cheat.xml in XML format.
Back to Cheat Debugger Commands
cheatundo¶
cheatundo
Undo filtering of cheat candidates by the most recent
cheatnext or
cheatnextf command. Note that the
previous values are not rolled back. May be abbreviated to cu
.
Examples:
cheatundo
- Restore cheat candidates filtered out by the most recent cheatnext or cheatnextf command.
Back to Cheat Debugger Commands
Media Image Debugger Commands¶
- images
- lists all image devices and mounted media images
- mount
- mounts a media image file to an image device
- unmount
- unmounts the media image from a device
images¶
images
Lists the instance names for media images devices in the system and the currently mounted media images, if any. Brief instance names, as allowed for command line media options, are listed. Mounted software list items are displayed as the list name, software item short name, and part name, separated by colons; other mounted images are displayed as file names.
Example:
images
- Lists image device instance names and mounted media.
Back to Media Image Debugger Commands
mount¶
mount <instance>,<filename>
Mounts a file on a media device. The device may be specified by its instance name or brief instance name, as allowed for command line media options.
Some media devices allow software list items to be mounted using this command by supplying the short name of the software list item in place of a filename for the <filename> parameter.
Examples:
mount flop1,os1xutls.td0
- Mount the file os1xutls.td0 on the media device with instance name flop1.
mount cart,10yard
- Mount the software list item with short name 10yard on the media device with instance name cart.
Back to Media Image Debugger Commands
unmount¶
unmount <instance>
Unmounts the mounted media image (if any) from a device. The device may be specified by its instance name or brief instance name, as allowed for command line media options.
Examples:
- unmount cart
- Unmounts any media image mounted on the device with instance name cart.
Back to Media Image Debugger Commands
Specifying devices and address spaces¶
Many debugger commands accept parameters specifying which device to operate on. If a device is not specified explicitly, the CPU currently visible in the debugger is used. Devices can be specified by tag, or by CPU number:
- Tags are the colon-separated paths that MAME uses to identify devices within a system. You see them in options for configuring slot devices, in debugger disassembly and memory viewer source lists, and various other places within MAME’s UI.
- CPU numbers are monotonically incrementing numbers that the debugger assigns to CPU-like devices within a system, starting at zero. The cpunum symbol holds the CPU number for the currently visible CPU in the debugger (you can see it by entering the command print cpunum in the debugger console).
If a tag starts with a caret (^) or dot (.), it is interpreted relative to the CPU currently visible in the debugger, otherwise it is interpreted relative to the root machine device. If a device argument is ambiguously valid as both a tag and a CPU number, it will be interpreted as a tag.
Examples:
maincpu
- The device with the absolute tag
:maincpu
. ^melodypsg
- The sibling device of the visible CPU with the tag
melodypsg
. .:adc
- The child device of the visible CPU with the tag
adc
. 2
- The third CPU-like device in the system (zero-based index).
Commands that operate on memory extend this by allowing the device tag or CPU number to be optionally followed by an address space identifier. Address space identifiers are tag-like strings. You can see them in debugger memory viewer source lists. If the address space identifier is omitted, a default address space will be used. Usually, this is the address space that appears first for the device. Many commands have variants with d, i and o (data, I/O and opcodes) suffixes that default to the address spaces at indices 1, 2 and 3, respectively, as these have special significance for CPU-like devices.
In ambiguous cases, the default address space of a child device will be used rather than a specific address space.
Examples:
ram
- The default address space of the device with the absolute tag
:ram
, or theram
space of the visible CPU. .:io
- The default address space of the child device of the visible CPU
with the tag
io
, or theio
space of the visible CPU. :program
- The default address space of the device with the absolute tag
:program
, or theprogram
space of the root machine device. ^vdp
- The default address space of the sibling device of the visible CPU
with the tag
vdp
. ^:data
- The default address space of the sibling device of the visible CPU
with the tag
data
, or thedata
space of the parent device of the visible CPU. 1:rom
- The default address space of the child device of the second CPU in
the system (zero-based index) with the tag
rom
, or therom
space of the second CPU in the system. 2
- The default address space of the third CPU-like device in the system (zero-based index).
If a command takes an emulated memory address as a parameter, the address may optionally be followed by an address space specification, as described above.
Examples:
0220
- Address 0220 in the default address space for the visible CPU.
0378:io
- Address 0378 in the default address space of the device with the
absolute tag
:io
, or theio
space of the visible CPU. 1234:.:rom
- Address 1234 in the default address space of the child device of the
visible CPU with the tag
:rom
, or therom
space of the visible CPU. 1260:^vdp
- Address 1260 in the default address space of the sibling device of
the visible CPU with the tag
vdp
. 8008:^:data
- Address 8008 in the default address space of the sibling device of
the visible CPU with the tag
data
, or thedata
space of the parent device of the visible CPU. 9660::ram
- Address 9660 in the default address space of the device with the
absolute tag
:ram
, or theram
space of the root machine device.
The examples here include a lot of corner cases, but in general the debugger should take the most likely meaning for a device or address space specification.
Debugger expression syntax¶
Expressions can be used anywhere a numeric or Boolean parameter is expected. The syntax for expressions is similar to a subset of C-style expression syntax, with full operator precedence and parentheses. There are a few operators missing (notably the ternary conditional operator), and a few new ones (memory accessors).
The table below lists all the operators, ordered from highest to lowest precedence:
(
)
- Standard parentheses
++
--
- Postfix increment/decrement
++
--
~
!
-
+
b@
w@
d@
q@
b!
w!
d!
q!
- Prefix increment/decrement, binary complement, logical complement, unary identity/negation, memory access
*
/
%
- Multiplication, division, modulo
+
-
- Addition, subtraction
<<
>>
- Bitwise left/right shift
<
<=
>
>=
- Less than, less than or equal, greater than, greater than or equal
==
!=
- Equal, not equal
&
- Bitwise intersection (and)
^
- Bitwise exclusive or
|
- Bitwise union (or)
&&
- Logical conjunction (and)
||
- Logical disjunction (or)
=
*=
/=
%=
+=
-=
<<=
>>=
&=
|=
^=
- Assignment and modifying assignment
,
- Separate terms, function parameters
Major differences from C expression semantics:
- All numbers are unsigned 64-bit values. In particular, this means negative numbers are not possible.
- The logical conjunction and disjunction operators
&&
and||
do not have short-circuit properties – both sides of the expression are always evaluated.
Numbers¶
Literal numbers are prefixed according to their bases:
- Hexadecimal (base-16) with
$
or0x
- Decimal (base-10) with
#
- Octal (base-8) with
0o
- Binary (base-2) with
0b
- Unprefixed numbers are hexadecimal (base-16).
Examples:
123
is 123 hexadecimal (291 decimal)$123
is 123 hexadecimal (291 decimal)0x123
is 123 hexadecimal (291 decimal)#123
is 123 decimal0o123
is 123 octal (83 decimal)0b1001
is is 1001 binary (9 decimal)0b123
is invalid
Boolean values¶
Any expression that evaluates to a number can be used where a Boolean
value is required. Zero is treated as false, and all non-zero values
are treated as true. Additionally, the string true
is treated as
true, and the string false
is treated as false.
An empty string may be supplied as an argument for Boolean parameters to debugger commands to use the default value, even when subsequent parameters are specified.
Memory accesses¶
The memory access prefix operators allow reading from and writing to emulated address spaces. The memory prefix operators specify the access size and whether side effects are disabled, and may optionally be preceded by an address space specification. The supported access sizes and side effect modes are as follows:
b
specifies an 8-bit access (byte)w
specifies a 16-bit access (word)d
specifies a 32-bit access (double word)q
specifies a 64-bit access (quadruple word)@
suppress side effects!
do not suppress side effects
Suppressing side effects of a read access yields the value reading from address would, with no further effects. For example reading a mailbox with side effects disabled will not clear the pending flag, and reading a FIFO with side effects disabled will not remove an item.
For write accesses, suppressing side effects doesn’t change behaviour in most cases – you want to see the effects of writing to a location. However, there are some exceptions where it is useful to separate multiple effects of a write access. For example:
- Some registers need to be written in sequence to avoid race conditions. The debugger can issue multiple writes at the same point in emulated time, so these race conditions can be avoided trivially. For example writing to the MC68HC05 output compare register high byte (OCRH) inhibits compare until the output compare register low byte (OCRL) is written to prevent race conditions. Since the debugger can write to both locations at the same instant from the emulated machine’s point of view, the race condition is not usually relevant. It’s more error-prone if you can accidentally set hidden state when all you really want to do is change the value, so writing to OCRH with side effects suppressed does not inhibit compare, it just changes the value in the output compare register.
- Writing to some registers has multiple effects that may be useful to separate for debugging purposes. Using the MC68HC05 as an example again, writing to OCRL changes the value in the output compare register, and also clears the output compare flag (OCF) and enables compare if it was previously inhibited by writing to OCRH. Writing to OCRL with side effects disabled just changes the value in the register without clearing OCF or enabling compare, since it’s useful for debugging purposes. Writing to OCRL with side effects enabled has the additional effects.
The size may optionally be preceded by an access type specification:
p
orlp
specifies a logical address defaulting to space 0 (program)d
orld
specifies a logical address defaulting to space 1 (data)i
orli
specifies a logical address defaulting to space 2 (I/O)3
orl3
specifies a logical address defaulting to space 3 (opcodes)pp
specifies a physical address defaulting to space 0 (program)pd
specifies a physical address defaulting to space 1 (data)pi
specifies a physical address defaulting to space 2 (I/O)p3
specifies a physical address defaulting to space 3 (opcodes)r
specifies direct read/write pointer access defaulting to space 0 (program)o
specifies direct read/write pointer access defaulting to space 3 (opcodes)m
specifies a memory region
Finally, this may be preceded by a tag and/or address space name
followed by a dot (.
).
That may seem like a lot to digest, so let’s look at the simplest examples:
b@<addr>
- Refers to the byte at <addr> in the program space of the current CPU while suppressing side effects
b!<addr>
- Refers to the byte at <addr> in the program space of the current CPU, not suppressing side effects such as reading a mailbox clearing the pending flag, or reading a FIFO removing an item
w@<addr>
andw!<addr>
- Refer to the word at <addr> in the program space of the current CPU, suppressing or not suppressing side effects, respectively.
d@<addr>
andd!<addr>
- Refer to the double word at <addr> in the program space of the current CPU, suppressing or not suppressing side effects, respectively.
q@<addr>
andq!<addr>
- Refer to the quadruple word at <addr> in the program space of the current CPU, suppressing or not suppressing side effects, respectively.
Adding access types gives additional possibilities:
dw@300
- Refers to the word at 300 in the data space of the current CPU while suppressing side effects
id@400
- Refers to the double word at 400 in the I/O space of the current CPU CPU while suppressing side effects
ppd!<addr>
- Refers to the double word at physical address <addr> in the program space of the current CPU while not suppressing side effects
rw@<addr>
- Refers to the word at address <addr> in the program space of the current CPU using direct read/write pointer access
If we want to access an address space of a device other than the current CPU, an address space beyond the first four indices, or a memory region, we need to include a tag or name:
ramport.b@<addr>
- Refers to the byte at address <addr> in the
ramport
space of the current CPU audiocpu.dw@<addr>
- Refers to the word at address <addr> in the data space of the
CPU with absolute tag
:audiocpu
maincpu:status.b@<addr>
- Refers to the byte at address <addr> in the
status
space of the CPU with the absolute tag:maincpu
monitor.mb@78
- Refers to the byte at 78 in the memory region with the absolute tag
:monitor
..md@202
- Refers to the double word at address 202 in the memory region with the same tag path as the current CPU.
Some combinations are not useful. For example physical and logical
addresses are equivalent for some CPUs, and direct read/write pointer
accesses never have side effects. Accessing a memory region (m
access type) requires a tag to be specified.
Memory accesses can be used as both lvalues and rvalues, so you can write
b@100 = ff
to store a byte in memory.
Functions¶
The debugger supports a number of useful utility functions in expressions.
- min(<a>, <b>)
- Returns the lesser of the two arguments.
- max(<a>, <b>)
- Returns the greater of the two arguments.
- if(<cond>, <trueval>, <falseval>)
- Returns <trueval> if <cond> is true (non-zero), or <falseval> otherwise. Note that the expressions for <trueval> and <falseval> are both evaluated irrespective of whether <cond> is true or false.
- abs(<x>)
- Reinterprets the argument as a 64-bit signed integer and returns the absolute value.
- bit(<x>, <n>[, <w>])
- Extracts and right-aligns a bit field <w> bits wide from <x> with least significant bit position position <n>, counting from the least significant bit. If <w> is omitted, a single bit is extracted.
- s8(<x>)
- Sign-extends the argument from 8 bits to 64 bits (overwrites bits 8 through 63, inclusive, with the value of bit 7, counting from the least significant bit).
- s16(<x>)
- Sign-extends the argument from 16 bits to 64 bits (overwrites bits 16 through 63, inclusive, with the value of bit 15, counting from the least significant bit).
- s32(<x>)
- Sign-extends the argument from 32 bits to 64 bits (overwrites bits 32 through 63, inclusive, with the value of bit 31, counting from the least significant bit).
MAME External Tools¶
This section covers various extra tools that come with your MAME distribution (e.g. imgtool)
Imgtool - A generic image manipulation tool for MAME¶
Imgtool is a tool for the maintenance and manipulation of disk and other types of images that MAME users need to deal with. Functions include retrieving and storing files and CRC checking/validation.
Imgtool is part of the MAME project. It shares large portions of code with MAME, and its existence would not be if it were not for MAME. As such, the distribution terms are the same as MAME. Please read the MAME license thoroughly.
Some portions of Imgtool are Copyright (c) 1989, 1993 The Regents of the University of California. All rights reserved.
Using Imgtool¶
Imgtool is a command line program that contains several "subcommands" that actually do all of the work. Most commands are invoked in a manner along the lines of this:
imgtool <subcommand> <format> <image> ...
- <subcommand> is the name of the subcommand
- <format> is the format of the image
- <image> is the filename of the image
- Example usage:
imgtool dir coco_jvc_rsdos myimageinazip.zip
imgtool get coco_jvc_rsdos myimage.dsk myfile.bin mynewfile.txt
imgtool getall coco_jvc_rsdos myimage.dsk
Further details vary with each subcommand. Also note that not all subcommands are applicable or supported for different image formats.
Imgtool Subcommands¶
create
imgtool create <format> <imagename> [--(createoption)=value]
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Creates an image
dir
imgtool dir <format> <imagename> [path]
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Lists the contents of an image
get
imgtool get <format> <imagename> <filename> [newname] [--filter=filter] [--fork=fork]
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Gets a single file from an image
put
imgtool put <format> <imagename> <filename>... <destname> [--(fileoption)==value] [--filter=filter] [--fork=fork]
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Puts a single file on an image (wildcards supported)
getall
imgtool getall <format> <imagename> [path] [--filter=filter]
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Gets all files off an image
del
imgtool del <format> <imagename> <filename>...
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Deletes a file on an image
mkdir
imgtool mkdir <format> <imagename> <dirname>
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Creates a subdirectory on an image
rmdir
imgtool rmdir <format> <imagename> <dirname>...
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Deletes a subdirectory on an image
readsector
imgtool readsector <format> <imagename> <track> <head> <sector> <filename>
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Read a sector on an image and output it to specified <filename>
writesector
imgtool writesector <format> <imagename> <track> <head> <sector> <filename>
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
Write a sector to an image from specified <filename>
identify
- <format> is the image format, e.g. coco_jvc_rsdos
- <imagename> is the image filename; can specify a ZIP file for image name
imgtool identify <imagename>
listformats
Lists all image file formats supported by imgtool
listfilters
Lists all filters supported by imgtool
listdriveroptions
imgtool listdriveroptions <format>
- <format> is the image format, e.g. coco_jvc_rsdos
Lists all format-specific options for the 'put' and 'create' commands
Imgtool Filters¶
Filters are a means to process data being written into or read out of an image in a certain way. Filters can be specified on the get, put, and getall commands by specifying --filter=xxxx on the command line. Currently, the following filters are supported:
ascii
Translates end-of-lines to the appropriate format
cocobas
Processes tokenized TRS-80 Color Computer (CoCo) BASIC programs
dragonbas
Processes tokenized Tano/Dragon Data Dragon 32/64 BASIC programs
macbinary
Processes Apple MacBinary-formatted (merged forks) files
vzsnapshot
[todo: VZ Snapshot? Find out what this is....]
vzbas
Processes Laser/VZ Tokenized Basic Files
thombas5
Thomson MO5 w/ BASIC 1.0, Tokenized Files (read-only, auto-decrypt)
thombas7
Thomson TO7 w/ BASIC 1.0, Tokenized Files (read-only, auto-decrypt)
thombas128
Thomson w/ BASIC 128/512, Tokenized Files (read-only, auto-decrypt)
thomcrypt
Thomson BASIC, Protected file encryption (no tokenization)
bm13bas
Basic Master Level 3 Tokenized Basic Files
Imgtool Format Info¶
Amiga floppy disk image (OFS/FFS format) - (amiga_floppy)¶
Driver specific options for module 'amiga_floppy':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--density | dd/hd | Density |
--filesystem | ofs/ffs | File system |
--mode | none/intl/dirc | File system options |
Apple ][ DOS order disk image (ProDOS format) - (apple2_do_prodos_525)¶
Driver specific options for module 'apple2_do_prodos_525':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1 | Heads |
--tracks | 35 | Tracks |
--sectors | 16 | Sectors |
--sectorlength | 256 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple ][ Nibble order disk image (ProDOS format) - (apple2_nib_prodos_525)¶
Driver specific options for module 'apple2_nib_prodos_525':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1 | Heads |
--tracks | 35 | Tracks |
--sectors | 16 | Sectors |
--sectorlength | 256 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple ][ ProDOS order disk image (ProDOS format) - (apple2_po_prodos_525)¶
Driver specific options for module 'apple2_po_prodos_525':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1 | Heads |
--tracks | 35 | Tracks |
--sectors | 16 | Sectors |
--sectorlength | 256 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple ][gs 2IMG disk image (ProDOS format) - (apple35_2img_prodos_35)¶
Driver specific options for module 'apple35_2img_prodos_35':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 80 | Tracks |
--sectorlength | 512 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple DiskCopy disk image (Mac HFS Floppy) - (apple35_dc_mac_hfs)¶
Driver specific options for module 'apple35_dc_mac_hfs':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 80 | Tracks |
--sectorlength | 512 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple DiskCopy disk image (Mac MFS Floppy) - (apple35_dc_mac_mfs)¶
Driver specific options for module 'apple35_dc_mac_mfs':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 80 | Tracks |
--sectorlength | 512 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple DiskCopy disk image (ProDOS format) - (apple35_dc_prodos_35)¶
Driver specific options for module 'apple35_dc_prodos_35':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 80 | Tracks |
--sectorlength | 512 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple raw 3.5" disk image (Mac HFS Floppy) - (apple35_raw_mac_hfs)¶
Driver specific options for module 'apple35_raw_mac_hfs':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 80 | Tracks |
--sectorlength | 512 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple raw 3.5" disk image (Mac MFS Floppy) - (apple35_raw_mac_mfs)¶
Driver specific options for module 'apple35_raw_mac_mfs':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 80 | Tracks |
--sectorlength | 512 | Sector Bytes |
--firstsectorid | 0 | First Sector |
Apple raw 3.5" disk image (ProDOS format) - (apple35_raw_prodos_35)¶
Driver specific options for module 'apple35_raw_prodos_35':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 80 | Tracks |
--sectorlength | 512 | Sector Bytes |
--firstsectorid | 0 | First Sector |
CoCo DMK disk image (OS-9 format) - (coco_dmk_os9)¶
Driver specific options for module 'coco_dmk_os9':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 35-255 | Tracks |
--sectors | 1-18 | Sectors |
--sectorlength | 128/256/512/1024/2048/4096/8192 | Sector Bytes |
--interleave | 0-17 | Interleave |
--firstsectorid | 0-1 | First Sector |
CoCo DMK disk image (RS-DOS format) - (coco_dmk_rsdos)¶
Driver specific options for module 'coco_dmk_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 35-255 | Tracks |
--sectors | 1-18 | Sectors |
--sectorlength | 128/256/512/1024/2048/4096/8192 | Sector Bytes |
--interleave | 0-17 | Interleave |
--firstsectorid | 0-1 | First Sector |
CoCo JVC disk image (OS-9 format) - (coco_jvc_os9)¶
Driver specific options for module 'coco_jvc_os9':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 35-255 | Tracks |
--sectors | 1-255 | Sectors |
--sectorlength | 128/256/512/1024 | Sector Bytes |
--firstsectorid | 0-1 | First Sector |
CoCo JVC disk image (RS-DOS format) - (coco_jvc_rsdos)¶
Driver specific options for module 'coco_jvc_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 35-255 | Tracks |
--sectors | 1-255 | Sectors |
--sectorlength | 128/256/512/1024 | Sector Bytes |
--firstsectorid | 0-1 | First Sector |
CoCo OS-9 disk image (OS-9 format) - (coco_os9_os9)¶
Driver specific options for module 'coco_os9_os9':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 35-255 | Tracks |
--sectors | 1-255 | Sectors |
--sectorlength | 128/256/512/1024 | Sector Bytes |
--firstsectorid | 1 | First Sector |
CoCo VDK disk image (OS-9 format) - (coco_vdk_os9)¶
Driver specific options for module 'coco_vdk_os9':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 35-255 | Tracks |
--sectors | 18 | Sectors |
--sectorlength | 256 | Sector Bytes |
--firstsectorid | 1 | First Sector |
CoCo VDK disk image (RS-DOS format) - (coco_vdk_rsdos)¶
Driver specific options for module 'coco_vdk_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 35-255 | Tracks |
--sectors | 18 | Sectors |
--sectorlength | 256 | Sector Bytes |
--firstsectorid | 1 | First Sector |
Concept floppy disk image - (concept)¶
Driver specific options for module 'concept':
No image specific file options
No image specific creation options
CopyQM floppy disk image (Basic Master Level 3 format) - (cqm_bml3)¶
Driver specific options for module 'cqm_bml3':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
CopyQM floppy disk image (FAT format) - (cqm_fat)¶
Driver specific options for module 'cqm_fat':
No image specific file options
No image specific creation options
CopyQM floppy disk image (Mac HFS Floppy) - (cqm_mac_hfs)¶
Driver specific options for module 'cqm_mac_hfs':
No image specific file options
No image specific creation options
CopyQM floppy disk image (Mac MFS Floppy) - (cqm_mac_mfs)¶
Driver specific options for module 'cqm_mac_mfs':
No image specific file options
No image specific creation options
CopyQM floppy disk image (OS-9 format) - (cqm_os9)¶
Driver specific options for module 'cqm_os9':
No image specific file options
No image specific creation options
CopyQM floppy disk image (ProDOS format) - (cqm_prodos_35)¶
Driver specific options for module 'cqm_prodos_35':
No image specific file options
No image specific creation options
CopyQM floppy disk image (ProDOS format) - (cqm_prodos_525)¶
Driver specific options for module 'cqm_prodos_525':
No image specific file options
No image specific creation options
CopyQM floppy disk image (RS-DOS format) - (cqm_rsdos)¶
Driver specific options for module 'cqm_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
CopyQM floppy disk image (VZ-DOS format) - (cqm_vzdos)¶
Driver specific options for module 'cqm_vzdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/binary/data | File type |
--fname | intern/extern | Filename |
No image specific creation options
Cybiko Classic File System - (cybiko)¶
Driver specific options for module 'cybiko':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--flash | AT45DB041/AT45DB081/AT45DB161 | Flash Type |
Cybiko Xtreme File System - (cybikoxt)¶
Driver specific options for module 'cybikoxt':
No image specific file options
No image specific creation options
D88 Floppy Disk image (Basic Master Level 3 format) - (d88_bml3)¶
Driver specific options for module 'd88_bml3':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
D88 Floppy Disk image (FAT format) - (d88_fat)¶
Driver specific options for module 'd88_fat':
No image specific file options
No image specific creation options
D88 Floppy Disk image (Mac HFS Floppy) - (d88_mac_hfs)¶
Driver specific options for module 'd88_mac_hfs':
No image specific file options
No image specific creation options
D88 Floppy Disk image (Mac MFS Floppy) - (d88_mac_mfs)¶
Driver specific options for module 'd88_mac_mfs':
No image specific file options
No image specific creation options
D88 Floppy Disk image (OS-9 format) - (d88_os9)¶
Driver specific options for module 'd88_os9':
No image specific file options
No image specific creation options
D88 Floppy Disk image (OS-9 format) - (d88_os9)¶
Driver specific options for module 'd88_prodos_35':
No image specific file options
No image specific creation options
D88 Floppy Disk image (ProDOS format) - (d88_prodos_525)¶
Driver specific options for module 'd88_prodos_525':
No image specific file options
No image specific creation options
D88 Floppy Disk image (RS-DOS format) - (d88_rsdos)¶
Driver specific options for module 'd88_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
D88 Floppy Disk image (VZ-DOS format) - (d88_vzdos)¶
Driver specific options for module 'd88_vzdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/binary/data | File type |
--fname | intern/extern | Filename |
No image specific creation options
DSK floppy disk image (Basic Master Level 3 format) - (dsk_bml3)¶
Driver specific options for module 'dsk_bml3':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
DSK floppy disk image (FAT format) - (dsk_fat)¶
Driver specific options for module 'dsk_fat':
No image specific file options
No image specific creation options
DSK floppy disk image (Mac HFS Floppy) - (dsk_mac_hfs)¶
Driver specific options for module 'dsk_mac_hfs':
No image specific file options
No image specific creation options
DSK floppy disk image (Mac MFS Floppy) - (dsk_mac_mfs)¶
Driver specific options for module 'dsk_mac_mfs':
No image specific file options
No image specific creation options
DSK floppy disk image (OS-9 format) - (dsk_os9)¶
Driver specific options for module 'dsk_os9':
No image specific file options
No image specific creation options
DSK floppy disk image (ProDOS format) - (dsk_prodos_35)¶
Driver specific options for module 'dsk_prodos_35':
No image specific file options
No image specific creation options
DSK floppy disk image (ProDOS format) - (dsk_prodos_525)¶
Driver specific options for module 'dsk_prodos_525':
No image specific file options
No image specific creation options
DSK floppy disk image (RS-DOS format) - (dsk_rsdos)¶
Driver specific options for module 'dsk_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
DSK floppy disk image (VZ-DOS format) - (dsk_vzdos)¶
Driver specific options for module 'dsk_vzdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/binary/data | File type |
--fname | intern/extern | Filename |
No image specific creation options
Formatted Disk Image (Basic Master Level 3 format) - (fdi_bml3)¶
Driver specific options for module 'fdi_bml3':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
Formatted Disk Image (FAT format) - (fdi_fat)¶
Driver specific options for module 'fdi_fat':
No image specific file options
No image specific creation options
Formatted Disk Image (Mac HFS Floppy) - (fdi_mac_hfs)¶
Driver specific options for module 'fdi_mac_hfs':
No image specific file options
No image specific creation options
Formatted Disk Image (Mac MFS Floppy) - (fdi_mac_mfs)¶
Driver specific options for module 'fdi_mac_mfs':
No image specific file options
No image specific creation options
Formatted Disk Image (OS-9 format) - (fdi_os9)¶
Driver specific options for module 'fdi_os9':
No image specific file options
No image specific creation options
Formatted Disk Image (ProDOS format) - (fdi_prodos_35)¶
Driver specific options for module 'fdi_prodos_35':
No image specific file options
No image specific creation options
Formatted Disk Image (ProDOS format) - (fdi_prodos_525)¶
Driver specific options for module 'fdi_prodos_525':
No image specific file options
No image specific creation options
Formatted Disk Image (RS-DOS format) - (fdi_rsdos)¶
Driver specific options for module 'fdi_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
Formatted Disk Image (VZ-DOS format) - (fdi_vzdos)¶
Driver specific options for module 'fdi_vzdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/binary/data | File type |
--fname | intern/extern | Filename |
No image specific creation options
HP48 SX/GX memory card - (hp48)¶
Driver specific options for module 'hp48':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--size | 32/64/128/256/512/1024/2048/4096 | Size in KB |
IMD floppy disk image (Basic Master Level 3 format) - (imd_bml3)¶
Driver specific options for module 'imd_bml3':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
IMD floppy disk image (FAT format) - (imd_fat)¶
Driver specific options for module 'imd_fat':
No image specific file options
No image specific creation options
IMD floppy disk image (Mac HFS Floppy) - (imd_mac_hfs)¶
Driver specific options for module 'imd_mac_hfs':
No image specific file options
No image specific creation options
IMD floppy disk image (Mac MFS Floppy) - (imd_mac_mfs)¶
Driver specific options for module 'imd_mac_mfs':
No image specific file options
No image specific creation options
IMD floppy disk image (OS-9 format) - (imd_os9)¶
Driver specific options for module 'imd_os9':
No image specific file options
No image specific creation options
IMD floppy disk image (ProDOS format) - (imd_prodos_35)¶
Driver specific options for module 'imd_prodos_35':
No image specific file options
No image specific creation options
IMD floppy disk image (ProDOS format) - (imd_prodos_525)¶
Driver specific options for module 'imd_prodos_525':
No image specific file options
No image specific creation options
IMD floppy disk image (RS-DOS format) - (imd_rsdos)¶
Driver specific options for module 'imd_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
IMD floppy disk image (VZ-DOS format) - (imd_vzdos)¶
Driver specific options for module 'imd_vzdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/binary/data | File type |
--fname | intern/extern | Filename |
No image specific creation options
MESS hard disk image - (mess_hd)¶
Driver specific options for module 'mess_hd':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--blocksize | 1-2048 | Sectors Per Block |
--cylinders | 1-65536 | Cylinders |
--heads | 1-64 | Heads |
--sectors | 1-4096 | Total Sectors |
--seclen | 128/256/512/1024/2048/4096/8192/16384/32768/65536 | Sector Bytes |
TI99 Diskette (PC99 FM format) - (pc99fm)¶
Driver specific options for module 'pc99fm':
No image specific file options
No image specific creation options
TI99 Diskette (PC99 MFM format) - (pc99mfm)¶
Driver specific options for module 'pc99mfm':
No image specific file options
No image specific creation options
PC CHD disk image - (pc_chd)¶
Driver specific options for module 'pc_chd':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--cylinders | 10/20/30/40/50/60/70/80/90/100/110/120/130/140/150/160/170/180/190/200 | Cylinders |
--heads | 1-16 | Heads |
--sectors | 1-63 | Sectors |
PC floppy disk image (FAT format) - (pc_dsk_fat)¶
Driver specific options for module 'pc_dsk_fat':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 40/80 | Tracks |
--sectors | 8/9/10/15/18/36 | Sectors |
Psion Organiser II Datapack - (psionpack)¶
Driver specific options for module 'psionpack':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--type | OB3/OPL/ODB | file type |
--id | 0/145-255 | File ID |
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--size | 8k/16k/32k/64k/128k | datapack size |
--ram | 0/1 | EPROM/RAM datapack |
--paged | 0/1 | linear/paged datapack |
--protect | 0/1 | write-protected datapack |
--boot | 0/1 | bootable datapack |
--copy | 0/1 | copyable datapack |
Teledisk floppy disk image (Basic Master Level 3 format) - (td0_bml3)¶
Driver specific options for module 'td0_bml3':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
Teledisk floppy disk image (FAT format) - (td0_fat)¶
Driver specific options for module 'td0_fat':
No image specific file options
No image specific creation options
Teledisk floppy disk image (Mac HFS Floppy) - (td0_mac_hfs)¶
Driver specific options for module 'td0_mac_hfs':
No image specific file options
No image specific creation options
Teledisk floppy disk image (Mac MFS Floppy) - (td0_mac_mfs)¶
Driver specific options for module 'td0_mac_mfs':
No image specific file options
No image specific creation options
Teledisk floppy disk image (OS-9 format) - (td0_os9)¶
Driver specific options for module 'td0_os9':
No image specific file options
No image specific creation options
Teledisk floppy disk image (ProDOS format) - (td0_prodos_35)¶
Driver specific options for module 'td0_prodos_35':
No image specific file options
No image specific creation options
Teledisk floppy disk image (ProDOS format) - (td0_prodos_525)¶
Driver specific options for module 'td0_prodos_525':
No image specific file options
No image specific creation options
Teledisk floppy disk image (RS-DOS format) - (td0_rsdos)¶
Driver specific options for module 'td0_rsdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/data/binary/assembler | File type |
--ascii | ascii/binary | ASCII flag |
No image specific creation options
Teledisk floppy disk image (VZ-DOS format) - (td0_vzdos)¶
Driver specific options for module 'td0_vzdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/binary/data | File type |
--fname | intern/extern | Filename |
No image specific creation options
Thomson .fd disk image, BASIC format - (thom_fd)¶
Driver specific options for module 'thom_fd':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | auto/B/D/M/A | File type |
--format | auto/B/A | Format flag |
--comment | (string) | Comment |
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 40/80 | Tracks |
--density | SD/DD | Density |
--name | (string) | Floppy name |
Thomson .qd disk image, BASIC format - (thom_qd)¶
Driver specific options for module 'thom_qd':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | auto/B/D/M/A | File type |
--format | auto/B/A | Format flag |
--comment | (string) | Comment |
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1-2 | Heads |
--tracks | 25 | Tracks |
--density | SD/DD | Density |
--name | (string) | Floppy name |
Thomson .sap disk image, BASIC format - (thom_sap)¶
Driver specific options for module 'thom_sap':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | auto/B/D/M/A | File type |
--format | auto/B/A | Format flag |
--comment | (string) | Comment |
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1 | Heads |
--tracks | 40/80 | Tracks |
--density | SD/DD | Density |
--name | (string) | Floppy name |
TI990 Hard Disk - (ti990hd)¶
Driver specific options for module 'ti990hd':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--cylinders | 1-2047 | Cylinders |
--heads | 1-31 | Heads |
--sectors | 1-256 | Sectors |
--bytes per sector | (typically 25256-512 256-512 | Bytes Per Sector [Todo: This section is glitched in imgtool] |
TI99 Diskette (old MESS format) - (ti99_old)¶
Driver specific options for module 'ti99_old':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--sides | 1-2 | Sides |
--tracks | 1-80 | Tracks |
--sectors | 1-36 | Sectors (1->9 for SD, 1->18 for DD, 1->36 for HD) |
--protection | 0-1 | Protection (0 for normal, 1 for protected) |
--density | Auto/SD/DD/HD | Density |
TI99 Harddisk - (ti99hd)¶
Driver specific options for module 'ti99hd':
No image specific file options
No image specific creation options
TI99 Diskette (V9T9 format) - (v9t9)¶
Driver specific options for module 'v9t9':
No image specific file options
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--sides | 1-2 | Sides |
--tracks | 1-80 | Tracks |
--sectors | 1-36 | Sectors (1->9 for SD, 1->18 for DD, 1->36 for HD) |
--protection | 0-1 | Protection (0 for normal, 1 for protected) |
--density | Auto/SD/DD/HD | Density |
Laser/VZ disk image (VZ-DOS format) - (vtech1_vzdos)¶
Driver specific options for module 'vtech1_vzdos':
Image specific file options (usable on the 'put' command):
Option | Allowed values | Description |
--ftype | basic/binary/data | File type |
--fname | intern/extern | Filename |
Image specific creation options (usable on the 'create' command):
Option | Allowed values | Description |
--heads | 1 | Heads |
--tracks | 40 | Tracks |
--sectors | 16 | Sectors |
--sectorlength | 154 | Sector Bytes |
--firstsectorid | 0 | First Sector |
[todo: fill out the command structures, describe commands better. These descriptions came from the imgtool.txt file and are barebones]
Castool - A generic cassette image manipulation tool for MAME¶
Castool is a tool for the maintenance and manipulation of cassette images that MAME users need to deal with. MAME directly supports .WAV audio formatted images, but many of the existing images out there may come in forms such as .TAP for Commodore 64 tapes, .CAS for Tandy Color Computer tapes, and so forth. Castool will convert these other formats to .WAV for use in MAME.
Castool is part of the MAME project. It shares large portions of code with MAME, and its existence would not be if it were not for MAME. As such, the distribution terms are the same as MAME. Please read the MAME license thoroughly.
Using Castool¶
Castool is a command line program that contains a simple set of instructions. Commands are invoked in a manner along the lines of this:
castool convert <format> <inputfile> <outputfile>
- <format> is the format of the image
- <inputfile> is the filename of the image you're converting from
- <outputfile> is the filename of the output WAV file
- Example usage:
castool convert coco zaxxon.cas zaxxon.wav
castool convert cbm arkanoid.tap arkanoid.wav
castool convert ddp mybasicprogram.ddp mybasicprogram.wav
Castool Formats¶
These are the formats supported by Castool for conversion to .WAV files.
A26
Atari 2600 SuperCharger image
File extension: a26
APF
APF Imagination Machine
File extensions: cas, cpf, apt
ATOM
Acorn Atom
File extensions: tap, csw, uef
BBC
Acorn BBC & Electron
File extensions: csw, uef
CBM
Commodore 8-bit series
File extensions: tap
CDT
Amstrad CPC
File extensions: cdt
CGENIE
EACA Colour Genie
File extensions: cas
COCO
Tandy Radio Shack Color Computer
File extensions: cas
CSW
Compressed Square Wave
File extensions: csw
DDP
Coleco ADAM
File extensions: ddp
FM7
Fujitsu FM-7
File extensions: t77
FMSX
MSX
File extensions: tap, cas
GTP
Elektronika inzenjering Galaksija
File extensions: gtp
HECTOR
Micronique Hector & Interact Family Computer
File extensions: k7, cin, for
JUPITER
Jupiter Cantab Jupiter Ace
File extensions: tap
KC85
VEB Mikroelektronik KC 85
File extensions: kcc, kcb, tap, 853, 854, 855, tp2, kcm, sss
KIM1
MOS KIM-1
File extensions: kim, kim1
LVIV
PK-01 Lviv
File extensions: lvt, lvr, lv0, lv1, lv2, lv3
MO5
Thomson MO-series
File extensions: k5, k7
MZ
Sharp MZ-700
File extensions: m12, mzf, mzt
ORAO
PEL Varazdin Orao
File extensions: tap
ORIC
Tangerine Oric
File extensions: tap
PC6001
NEC PC-6001
File extensions: cas
PHC25
Sanyo PHC-25
File extensions: phc
PMD85
Tesla PMD-85
File extensions: pmd, tap, ptp
PRIMO
Microkey Primo
File extensions: ptp
RKU
UT-88
File extensions: rku
RK8
Mikro-80
File extensions: rk8
RKS
Specialist
File extensions: rks
RKO
Orion
File extensions: rko
RKR
Radio-86RK
File extensions: rk, rkr, gam, g16, pki
RKA
Zavod BRA Apogee BK-01
File extensions: rka
RKM
Mikrosha
File extensions: rkm
RKP
SAM SKB VM Partner-01.01
File extensions: rkp
SC3000
Sega SC-3000
File extensions: bit
SOL20
PTC SOL-20
File extensions: svt
SORCERER
Exidy Sorcerer
File extensions: tape
SORDM5
Sord M5
File extensions: cas
SPC1000
Samsung SPC-1000
File extensions: tap, cas
SVI
Spectravideo SVI-318 & SVI-328
File extensions: cas
TO7
Thomson TO-series
File extensions: k7
TRS8012
TRS-80 Level 2
File extensions: cas
TVC64
Videoton TVC 64
File extensions: cas
TZX
Sinclair ZX Spectrum
File extensions: tzx, tap, blk
VG5K
Philips VG 5000
File extensions: k7
VTECH1
Video Technology Laser 110-310
File extensions: cas
VTECH2
Video Technology Laser 350-700
File extensions: cas
X07
Canon X-07
File extensions: k7, lst, cas
X1
Sharp X1
File extensions: tap
ZX80_O
Sinclair ZX80
File extensions: o, 80
ZX81_P
Sinclair ZX81
File extensions: p, 81
Floptool - A generic floppy image manipulation tool for MAME¶
Floptool is a tool for the maintenance and manipulation of floppy images that MAME users need to deal with. MAME directly supports .WAV audio formatted images, but many of the existing images out there may come in forms such as .TAP for Commodore 64 tapes, .CAS for Tandy Color Computer tapes, and so forth. Castool will convert these other formats to .WAV for use in MAME.
Floptool is part of the MAME project. It shares large portions of code with MAME, and its existence would not be if it were not for MAME. As such, the distribution terms are the same as MAME. Please read the MAME license thoroughly.
Using Floptool¶
Floptool is a command line program that contains a simple set of instructions. Commands are invoked in a manner along the lines of this:
floptool identify <inputfile> [<inputfile> ...] floptool convert [input_format|auto] output_format <inputfile> <outputile>
- <format> is the format of the image
- <input_format> is the format of the inputfile, use auto if not known
- <output_format> is the format of the converted file
- <inputfile> is the filename of the image you're identifying/converting from
- <outputfile> is the filename of the converted file
- Example usage:
floptool convert coco zaxxon.cas zaxxon.wav
floptool convert cbm arkanoid.tap arkanoid.wav
floptool convert ddp mybasicprogram.ddp mybasicprogram.wav
Floptool Formats¶
These are the formats supported by Floptool for conversion to other formats.
MFI
MAME floppy image
File extension: mfi
DFI
DiscFerret flux dump format
File extensions: dfi
IPF
SPS floppy disk image
File extensions: ipf
MFM
HxC Floppy Emulator floppy disk image
File extensions: mfm
ADF
Amiga ADF floppy disk image
File extensions: adf
ST
Atari ST floppy disk image
File extensions: st
MSA
Atari MSA floppy disk image
File extensions: msa
PASTI
Atari PASTI floppy disk image
File extensions: stx
DSK
CPC DSK format
File extensions: dsk
D88
D88 disk image
File extensions: d77, d88, 1dd
IMD
IMD disk image
File extensions: imd
TD0
Teledisk disk image
File extensions: td0
CQM
CopyQM disk image
File extensions: cqm, cqi, dsk
PC
PC floppy disk image
File extensions: dsk, ima, img, ufi, 360
NASLITE
NASLite disk image
File extensions: img
DC42
DiskCopy 4.2 image
File extensions: dc42
A2_16SECT
Apple II 16-sector disk image
File extensions: dsk, do, po
A2_RWTS18
Apple II RWTS18-type image
File extensions: rti
A2_EDD
Apple II EDD image
File extensions: edd
ATOM
Acorn Atom disk image
File extensions: 40t, dsk
SSD
Acorn SSD disk image
File extensions: ssd, bbc, img
DSD
Acorn DSD disk image
File extensions: dsd
DOS
Acorn DOS disk image
File extensions: img
ADFS_O
Acorn ADFS (OldMap) disk image
File extensions: adf, ads, adm, adl
ADFS_N
Acorn ADFS (NewMap) disk image
File extensions: adf
ORIC_DSK
Oric disk image
File extensions: dsk
APPLIX
Applix disk image
File extensions: raw
HPI
HP9845A floppy disk image
File extensions: hpi
Other tools included with MAME¶
ledutil.exe/ledutil.sh¶
On Microsoft Windows, ledutil.exe can take control of your keyboard LEDs to mirror those that were present on some early arcade games (e.g. Asteroids)
Start ledutil.exe from the command line to enable LED handling. Run ledutil.exe -kill to stop the handler.
On SDLMAME platforms such as Mac OS X and Linux, ledutil.sh can be used. Use ledutil.sh -a to have it automatically close when you exit SDLMAME.
Developer-focused tools included with MAME¶
pngcmp¶
This tool is used in regression testing to compare PNG screenshot results with the runtest.cmd script found in the source archive. This script works only on Microsoft Windows.
nltool¶
Discrete component conversion tool. Most users will not need to work with this.
nlwav¶
Discrete component conversion and testing tool. Most users will not need to work with this.
jedutil¶
PAL/PLA/PLD/GAL dump handling tool. It can convert between the industry-standard JED format and MAME's proprietary packed binary format and it can show logic equations for the types of devices it knows the internal logic of. Most users will not need to work with this.
ldresample¶
This tool recompresses video data for laserdisc and VHS dumps. Most users will not need to work with this.
ldverify¶
This tool is used for comparing laserdisc or VHS CHD images with the source AVI. Most users will not need to work with this.
romcmp¶
This tool is used to perform basic data comparisons and integrity checks on binary dumps. With the -h switch, it can also be used to calculate hash functions. Most users will not need to work with this.
unidasm¶
Universal disassembler for many of the architectures supported in MAME. Most users will not need to work with this.
Contributing to MAME¶
So you want to contribute to MAME but aren’t sure where to start? Well the great news is that there’s always plenty to do for people with a variety of skill sets.
Testing and reporting bugs¶
One thing MAME can always do with is more testing and bug reports. If you’re familiar with a system that MAME emulates and notice something wrong, or if you find a bug in MAME’s user interface, you can head over to MAME Testers and, assuming it isn’t already reported, register an account and open an issue. Be sure to read the FAQ and rules first to ensure you start out on the right foot. Please note that MAME Testers only accepts user-facing bugs in tagged release versions.
For other kinds of issues, we have
GitHub Issues. There’s a
bit more leeway here. For example we accept developer-facing issues
(e.g. bugs in internal APIs, or build system inadequacies), feature
requests, and major regressions before they make it into a released
version. Please respect the fact that the issue tracker is not a
discussion or support forum, it’s only for reporting reproducible
issues. Don’t open issues to ask questions or request support. Also,
keep in mind that the master
branch is unstable. If the current
revision doesn’t compile at all or is completely broken, we’re probably
already aware of it and don’t need issues opened for that. Wait a while
and see if there’s an update. You might want to comment on the commit
in question with the compiler error message, particularly if you’re
compiling in an unorthodox but supported configuration.
When opening an issue, remember to provide as much information as possible to help others understand, reproduce, and diagnose the issue. Things that are helpful to include:
- The incorrect behaviour, and expected or correct behaviour. Be specific: just saying it “doesn’t work” usually isn’t enough detail.
- Environment details, including your operating system, CPU architecture, system locale, and display language, if applicable. For video output bugs, note your video hardware (GPU), driver version, and the MAME video output module you’re using. For input handling bugs, include the input peripherals and MAME input modules you’re using.
- The exact version of MAME you’re using, including a git commit digest if it isn’t a tagged release version, and any non-standard build options.
- The exact system and software being emulated (may not be applicable for issues with parts of MAME’s UI, like the system selection menu). Include things like the selected BIOS version, and emulated peripheral (slot device) configuration.
- Steps to reproduce the issue. Assume the person reading is familiar with MAME itself, but not necessarily familiar with the emulated system and software in question. For emulation issues, input recordings and/or saved state files for reproducing the issue can be invaluable.
- An original reference for the correct behaviour. If you have access to the original hardware for the emulated system, it helps to make a recording of the correct behaviour for comparison.
Contributing to MAME’s source code¶
MAME itself is written in C++, but that isn’t the sum total of the source code. The source code also includes:
- The documentation hosted on this site (and also included in releases as a PDF), written in reStructuredText markup.
- The supplied plugins, written in Lua 5.3.
- Internal layouts for emulated machines that need to display more than a simple video screen. These are an XML application described here.
- The software lists, describing known software media for systems that MAME emulates. MAME software lists are an XML application.
- The user interface translations, in GNU gettext PO format. They can be edited with a good text editor, or a dedicated tool like Poedit.
Our primary source code repository is hosted on GitHub. We prefer to receive source code contributions in the form of pull requests. You’ll need to learn the basics of git distributed version control and familiarise yourself with the git tools. The basic process for creating a pull request is as follows:
- Sign up for an account on GitHub.
- Create a fork of the mamedev/mame repository.
- Create a new branch off the
master
branch in your forked repository. - Clone your forked repository, and check out your new branch.
- Make your changes, and build and test them locally.
- Commit your changes, and push your branch to GitHub.
- Optionally enable GitHub Actions for your forked repository, allowing your changes to be built on Windows, macOS and Linux.
- Open a pull request to merge your changes into the
master
branch in the mamedev/mame repository.
Please keep the following in mind (note that not all points are relevant to all kinds of changes):
- Make your commit messages descriptive. Please include what the change affects, and what it’s supposed to achieve. A person reading the commit log shouldn’t need to resort to examining the diff to get a basic idea of what a commit is supposed to do. The default commit messages provided by GitHub are completely useless, as they don’t give any indication of what a change is supposed to do.
- Test your changes. Ensure that a full build of MAME completes, and
that the code you changed works. It’s a good idea to build with
DEBUG=1
to check that assertions compile and don’t trigger. - Use an enlightening pull request title and description. The title should give a one-line summary of what the overall change affects and what it’s supposed to do. The description should contain more detail. Don’t leave the description empty and describe the change in comments, as this makes searching and filtering more difficult.
- Be aware that GitHub Actions has opaque resource limits. It isn’t clear when you’re close to the limits, and we’ve had contributors banned from GitHub Actions for violating the limits. Even if you appeal the ban, they still won’t tell you what the actual limits are, justifying this by saying that if you know the limits, you can take steps to evade them. If you enable GitHub Actions, consider not pushing individual commits if you don’t need them to be automatically built, or cancelling workflow runs when you don’t need the results.
We have guidelines for specific parts of the source:
C++ Coding Guidelines¶
Introduction¶
In terms of coding conventions, the style present within an existing source file should be favoured over the standards found below.
When a new source file is being created, the following coding
conventions should be observed if creating a new file within the MAME
core (src/emu
and src/lib
). If the source file is outside the
core, deference can be given to a contributor’s preferred style,
although it is strongly encouraged to code with the understanding that
the file may need to be comprehensible by more than one person as time
marches forward.
Definitions¶
- Snake case
- All lowercase letters with words separated by underscores:
this_is_snake_case
- Screaming snake case
- All uppercase letters with words separated by underscores:
SCREAMING_SNAKE_CASE
- Camel case:
- Lowercase initial letter, first letter of each subsequent word
capitalised, with no separators between words:
exampleCamelCase
- Llama case:
- Uppercase initial letter, first letter of each subsequent word
capitalised, with no separators between words:
LlamaCaseSample
Source file format¶
MAME C++ source files are encoded as UTF-8 text, assuming fixed-width characters, with tab stops at four-space intervals. Source files should end with a terminating end-of-line. Any valid printable Unicode text is permitted in comments. Outside comments and strings, only the printable ASCII subset of Unicode is permitted.
The srcclean
tool is used to enforce file format rules before each
release. You can build this tool and apply it to the files you modify
before opening a pull request to avoid conflicts or surprising changes
later.
Naming conventions¶
- Preprocessor macros
- Macro names should use screaming snake case. Macros are always global and name conflicts can cause confusing errors – think carefully about what macros really need to be in headers and name them carefully.
- Include guards
- Include guard macros should begin with
MAME_
, and end with a capitalised version of the file name, with separators replaced by underscores. - Constants
- Constants should use screaming snake case, whether they are constant globals, constant data members, enumerators or preprocessor constants.
- Functions
- Free functions names should use snake case. (There are some utility function that were previously implemented as preprocessor macros that still use screaming snake case.)
- Classes
- Class names should use snake case. Abstract class names should end
in
_base
. Public member functions (including static member functions) should use snake case. - Device classes
- Concrete driver
driver_device
implementation names conventionally end in_state
, while other concrete device class names end in_device
. Concretedevice_interface
names conventionally begin withdevice_
and end with_interface
. - Device types
- Device types should use screaming snake case. Remember that device types are names in the global namespace, so choose explicit, unambiguous names.
- Enumerations
- The enumeration name should use snake case. The enumerators should use screaming snake case.
- Template parameters
- Template parameters should use llama case (both type and value parameters).
Identifiers containing two consecutive underscores or starting with an underscore followed by an uppercase letter are always reserved and should not be used.
Type names and other identifiers with a leading underscore should be
avoided within the global namespace, as they are explicitly reserved
according to the C++ standard. Additionally, identifiers suffixed with
_t
should be avoided within the global namespace, as they are also
reserved according to POSIX standards. While MAME violates this policy
occasionally – most notably with device_t
– it’s considered to be an
unfortunate legacy decision that should be avoided in any new code.
Variables and literals¶
Octal literals are discouraged from use outside of specific cases. They lack the obvious letter-based prefixes found in hexadecimal and binary literals, and therefore can be difficult to distinguish at a glance from a decimal literal to coders who are unfamiliar with octal notation.
Lower-case hexadecimal literals are preferred, e.g. 0xbadc0de
rather
than 0xBADC0DE
. For clarity, try not to exceed the bit width of the
variable which will be used to store it.
Binary literals have rarely been used in the MAME source code due to the
0b
prefix not being standardised until C++14, but there is no policy
to avoid their use.
Integer suffix notation should be used when specifying 64-bit literals,
but is not strictly required in other cases. It can, however, clarify
the intended use of a given literal at a glance. Uppercase long integer
literal suffixes should be used to avoid confusion with the digit 1,
e.g. 7LL
rather than 7ll
.
Digit grouping should be used for longer numeric literals, as it aids in
recognising order of magnitude or bit field positions at a glance.
Decimal literals should use groups of three digits, and hexadecimal
literals should use groups of four digits, outside of specific
situations where different grouping would be easier to understand, e.g.
4'433'619
or 0xfff8'1fff
.
Types that do not have a specifically defined size should be avoided if
they are to be registered with MAME’s save-state system, as it harms
portability. In general, this means avoiding the use of int
for
these members.
It's encouraged, but not required, for class data members to be prefixed
with m_
for non-static instance members and s_
for static
members. This does not apply to nested classes or structs.
Bracing and indentation¶
Tabs are used for initial indentation of lines, with one tab used per nested scope level. Statements split across multiple lines should be indented by two tabs. Spaces are used for alignment at other places within a line.
Either K&R or Allman-style bracing is preferred. There is no specific
preference for bracing on single-line statements, although bracing
should be consistent for a given if/else
block, as shown:
if (x == 0)
{
return;
}
else
{
call_some_function();
x--;
}
When using a series of if
/else
or if
/else if
/else
blocks with comments at the top indentation level, avoid extraneous
newlines. The use of additional newlines may lead to else if
or
else
blocks being missed due to the newlines pushing the blocks
outside the visible editor height:
// Early-out if our hypothetical counter has run out.
if (x == 0)
{
return;
}
// We should do something if the counter is running.
else
{
call_some_function();
x--;
}
Indentation for case
statements inside a switch
body can either
be on the same level as the switch
statement or inward by one level.
There is no specific style which is used across all core files, although
indenting by one level appears to be used most often.
Spacing¶
Consistent single-spacing between binary operators, variables, and literals is strongly preferred. The following examples exhibit reasonably consistent spacing:
uint8_t foo = (((bar + baz) + 3) & 7) << 1;
uint8_t foo = ((bar << 1) + baz) & 0x0e;
uint8_t foo = bar ? baz : 5;
The following examples exhibit extremes in either direction, although having extra spaces is less difficult to read than having too few:
uint8_t foo = ( ( ( bar + baz ) + 3 ) & 7 ) << 1;
uint8_t foo = ((bar<<1)+baz)&0x0e;
uint8_t foo = (bar?baz:5);
A space should be used between a fundamental C++ statement and its opening parenthesis, e.g.:
switch (value) ...
if (a != b) ...
for (int i = 0; i < foo; i++) ...
Scoping¶
Variables should be scoped as narrowly as is reasonably possible. There are many instances of C89-style local variable declaration in the MAME codebase, but this is largely a hold-over from MAME’s early days, which pre-date the C99 specification.
The following two snippets exhibit the legacy style of local variable declaration, followed by the more modern and preferred style:
void example_device::some_function()
{
int i;
uint8_t data;
for (i = 0; i < std::size(m_buffer); i++)
{
data = m_buffer[i];
if (data)
{
some_other_function(data);
}
}
}
void example_device::some_function()
{
for (int i = 0; i < std::size(m_buffer); i++)
{
const uint8_t data = m_buffer[i];
if (data)
{
some_other_function(data);
}
}
}
Enumerated values, structs, and classes used only by one specific device should be declared within the device's class itself. This avoids pollution of the global namespace and makes the device-specific use of them more obvious at a glance.
Const Correctness¶
Const-correctness has not historically been a strict requirement of code that goes into MAME, but there’s increasing value in it as the amount of code refactoring increases and technical debt decreases.
When writing new code, it’s worth taking the time to determine if a
local variable can be declared const
. Similarly, it's encouraged to
consider which member functions of a new class can be const
qualified.
In a similar vein, arrays of constants should be declared constexpr
and should use screaming snake case, as outlined towards the top of this
document. Lastly, arrays of C-style strings should be declared as both
a const array of const strings, as so:
static const char *const EXAMPLE_NAMES[4] =
{
"1-bit",
"2-bit",
"4-bit",
"Invalid"
};
Comments¶
While /* ANSI C comments */
are often found in the codebase, there
has been a gradual shift towards // C++-style comments
for
single-line comments. This is very much a guideline, and coders are
encouraged to use whichever style is most comfortable.
Unless specifically quoting content from a machine or ancillary materials, comments should be in English so as to match the predominant language that the MAME team shares worldwide.
Commented-out code should typically be removed prior to authoring a pull
request, as it has a tendency to rot due to the fast-moving nature of
MAME’s core API. If there is a desire known beforehand for the code to
eventually be included, it should be bookended in if (0)
or
if (false)
, as code removed through a preprocessor macro will rot at
the same rate.
MAME-Specific Helpers¶
When at all possible, use helper functions and macros for bit manipulation operations.
The BIT(value, bit)
helper can be used to extract the state of a bit
at a given position from an integer value. The resulting value will be
aligned to the least significant bit position, i.e. will be either 0 or
1.
An overload of the same function, BIT(value, bit, width)
can be used
to extract a bit field of a specified width from an integer value,
starting at the specified bit position. The result will also be
right-justified and will be of the same type as the incoming value.
There are, additionally, a number of helpers for functionality such as counting leading zeroes/ones, population count, and signed/unsigned integer multiplication and division for both 32-bit and 64-bit results. Not all of these helpers have wide use in the MAME codebase, but using them in new code is strongly preferred when that code is performance- critical, as they utilise inline assembly or compiler intrinsics per- platform when available.
count_leading_zeros_32/64(T value)
- Accepts an unsigned 32/64-bit value and returns an unsigned 8-bit value containing the number of consecutive zeros starting from the most significant bit.
count_leading_ones_32/64(T value)
- Same functionality as above, but examining consecutive one-bits.
population_count_32/64(T value)
- Accepts an unsigned 32/64-bit value and returns the number of one-bits found, i.e. the Hamming weight of the value.
rotl_32/64(T value, int shift)
- Performs a circular/barrel left shift of an unsigned 32/64-bit value with the specified shift value. The shift value will be masked to the valid bit range for a 32-bit or 64-bit value.
rotr_32/64(T value, int shift)
- Same functionality as above, but with a right shift.
For documentation on helpers related to multiplication and division,
refer to src/osd/eminline.h
.
Logging¶
MAME has multiple logging function for different purposes. Two of the
most frequently used logging functions are logerror
and
osd_printf_verbose
:
- Devices inherit a
logerror
member function. This automatically includes the fully-qualified tag of the invoking device in log messages. Output is sent to MAME’s debugger’s rotating log buffer if the debugger is enabled. If the -log option is enabled, it’s also written to the fileerror.log
in the working directory. If the -oslog option is enabled, it’s additionally sent to the OS diagnostic output (the host debugger diagnostic log on Windows if a host debugger is attached, or standard error otherwise). - The output of the
osd_printf_verbose
function is sent to standard error if the -verbose option is enabled.
The osd_printf_verbose
function should be used for logging that is
useful for diagnosing user issues, while logerror
should be used for
messages more relevant to developers (either developing MAME itself, or
developing software for emulated systems using MAME’s debugger).
For debug logging, a channel-based logging system exists via the header
logmacro.h
. It can be used as a generic logging system as follows,
without needing to make use of its ability to mask out specific
channels:
// All other headers in the .cpp file should be above this line.
#define VERBOSE (1)
#include "logmacro.h"
...
void some_device::some_reg_write(u8 data)
{
LOG("%s: some_reg_write: %02x\n", machine().describe_context(), data);
}
The above example also makes use of a helper function which is available
in all derivatives of device_t
: machine().describe_context()
.
This function will return a string that describes the emulation context
in which the function is being run. This includes the fully-qualified
tag of the currently executing device (if any). If the relevant device
implements device_state_interface
, it will also include the current
program-counter value reported by the device.
For more fine-grained control, specific bit masks can be defined and
used via the LOGMASKED
macro:
// All other headers in the .cpp file should be above this line.
#define LOG_FOO (1 << 1U)
#define LOG_BAR (1 << 2U)
#define VERBOSE (LOG_FOO | LOG_BAR)
#include "logmacro.h"
...
void some_device::some_reg_write(u8 data)
{
LOGMASKED(LOG_FOO, "some_reg_write: %02x\n", data);
}
void some_device::another_reg_write(u8 data)
{
LOGMASKED(LOG_BAR, "another_reg_write: %02x\n", data);
}
Note that the least significant bit position for user-supplied masks is
1, as bit position 0 is reserved for LOG_GENERAL
.
By default, LOG
and LOGMASKED
will use the device-supplied
logerror
function. However, this can be redirected as desired. The
most common use case would be to direct output to the standard output
instead, which can be accomplished by explicitly defining
LOG_OUTPUT_FUNC
as so:
#define LOG_OUTPUT_FUNC osd_printf_info
A developer should always ensure that VERBOSE
is set to 0 and that
any definition of LOG_OUTPUT_FUNC
is commented out prior to opening
a pull request.
Structural organization¶
All C++ source files must begin with a two comments listing the distribution license and copyright holders in a standard format. Licenses are specified by their SPDX short identifier if available. Here is an example of the standard format:
// license:BSD-3-Clause
// copyright-holders:David Haywood, Tomasz Slanina
Header includes should generally be grouped from most-dependent to least-dependent, and sorted alphabetically within said groups:
- The project prefix header,
emu.h
, must be the first thing in a translation unit - Local project headers (i.e. headers found in the same source directory)
- Headers in
src/devices
- Headers in
src/emu
- Headers in
src/lib/formats
- Headers in
src/lib/util
- Headers from the OSD layer
- C++ standard library headers
- C standard library headers
- OS-specific headers
- Layout headers
Finally, task-specific headers such as logmacro.h
- described in the
previous section - should be included last. A practical example
follows:
#include "emu.h"
#include "cpu/m68000/m68000.h"
#include "machine/mc68328.h"
#include "machine/ram.h"
#include "sound/dac.h"
#include "video/mc68328lcd.h"
#include "video/sed1375.h"
#include "emupal.h"
#include "screen.h"
#include "speaker.h"
#include "pilot1k.lh"
#define VERBOSE (0)
#include "logmacro.h"
In most cases, the class declaration for a system driver should be
within the corresponding source file along with the implementation. In
such cases, the class declaration and all contents of the source file,
excluding the GAME
, COMP
, or CONS
macro, should be enclosed
in an anonymous namespace (this produces better compiler diagnostics,
allows more aggressive optimisation, reduces the chance of duplicate
symbols, and reduces linking time).
Within a class declaration, there should be one section for each member
access level (public
, protected
and private
) if practical.
This may not be possible in cases where private constants and/or types
need to be declared before public members. Members should use the least
public access level necessary. Overridden virtual member functions
should generally use the same access level as the corresponding member
function in the base class.
Class member declarations should be grouped to aid understanding:
- Within a member access level section, constants, types, data members, instance member functions and static member functions should be grouped.
- In device classes, configuration member functions should be grouped separately from live signal member functions.
- Overridden virtual member functions should be grouped according to the base classes they are inherited from.
For classes with multiple overloaded constructors, constructor delegation should be used where possible to avoid repeated member initialiser lists.
Constants which are used by a device or machine driver should be in the
form of explicitly-sized enumerated values within the class declaration,
or be relegated to #define
macros within the source file. This
helps avoid polluting the preprocessor.
Guidelines for Software Lists¶
Introduction¶
MAME’s software lists describe known software media for emulated
systems in a form that can be used to identify media image files for
known software, verify media image file integrity, and load media
image files for emulation. Software lists are implemented as XML
files in the hash
folder. The XML structure is described in the
file hash/softwarelist.dtd
.
Philosophically, software list items should represent the original media, rather than a specific dump of the media. Ideally, it should be possible for anyone with the media to dump it and produce the same image file. Of course, this isn’t always possible in practice – in particular it’s problematic for inherently analog media, like home computer software stored on audio tape cassettes.
MAME strives to document the best available media images. It is not our intention to propagate corrupted, truncated, defaced, watermarked, or otherwise bad media images. Where possible, file structures matching the original media structure are preferred. For example we prefer individual files for separate ROM chips in cartridge media, and we use disk images rather than archives of files extracted from the original disks.
Items and parts¶
A software list is a collection of items and each item may have multiple parts. An item represents a piece of software, as distributed as a complete package. A part represents a single piece of media within the package. Parts can be mounted individually in emulated media devices. For example a piece of software distributed on three floppy disks will be a single item, while each floppy disk will be one part within that item.
Sometimes, logically separate parts of a single physical piece of media are represented as separate parts within a software item. For example each side of an audio tape cassette is represented as a separate part. However individual ROM chips within a cartridge may be separate files, but they are not separate parts, as the cartridge is mounted as a whole.
Each item is a software
element. The software
element may have
the following attributes:
- name (required)
- The short name identifying the item. This is used for file names, command line arguments, database keys, URL fragments, and many other purposes. It should be terse but still recognisable. It must be unique within the software list. Valid characters are lowercase English letters, decimal digits and underscores. The maximum allowed length is sixteen characters.
- cloneof (optional)
- The short name of the parent item if the item is a clone. The parent must be within the same software list – parent/clone relationships spanning multiple software lists are not supported.
- supported (optional)
- One of the values
yes
(fully usable in emulation),no
(not usable in emulation), orpartial
(usable in emulation with limitations). If the attribute is not present, it is equivalent toyes
. Examples of partially supported software include games that are playable with graphical glitches, and office software where some but not all functionality works.
Each part is a part
element within the software
element. The
part
element must have the following attributes:
- name (required)
- The short name identifying the part. This is used for command line arguments, database keys, URL fragments, and many other purposes. It must be unique within the item. It is also used as the display name if a separate display name is not provided. Valid characters are lowercase English letters, decimal digits and underscores. The maximum allowed length is sixteen characters.
- interface (required)
- This attribute is used to identify suitable emulated media devices for mounting the software part. Applicable values depend on the emulated system.
Metadata¶
Software lists support various kinds of metadata. All software list items require the following metadata elements to be present:
- description
- This is the primary display name for the software item. It should be the original name of the software, transliterated into English Latin script if necessary. It must be unique within the software list. If extra text besides the title itself is required for disambiguation, use lowercase outside of proper nouns, initialisms and verbatim quotes.
- year
- The year of release or copyright year for the software. If unknown, use an estimate with a question mark. Items can be filtered by year in the software selection menu.
- publisher
- The publisher of the software. This may be the same as the developer if the software was self-published. Items can be filtered by published in the software selection menu.
Most user-visible software item metadata is provided using info
elements. Each info
element must have a name
attribute and a
value
attribute. The name
attribute identifies the type of
metadata, and the value
attribute is the metadata value itself.
Note that name
attributes do not need to be unique within an item.
Multiple info
elements with the same name
may be present if
appropriate. This is frequently seen for software sold using different
titles in different regions.
MAME displays metadata from info
elements in the software selection
menu. The following name
attributes are recognised specifically,
and can show localised names:
- alt_title
- Used for alternate titles. Examples are different tiles used in different languages, scripts or regions, or different titles used on the title screen and packaging. MAME searches alternate titles as well as the description.
- author
- Author of the software. Items can be filtered by author in the software selection menu.
- barcode
- Barcode number identifying the software package (typically an EAN).
- developer
- Developer responsible for implementing the software. Items can be filtered by developer in the software selection menu.
- distributor
- Party responsible for distributing the software to retailers (or customers in the case of direct sales). Items can be filtered by distributor in the software selection menu.
- install
- Installation instructions.
- isbn
- ISBN for software included with a commercial book.
- oem
- Original equipment manufacturer, typically used with customised versions of software distributed by a hardware vendor.
- original_publisher
- The original publisher, for items representing software re-released by a different publisher.
- partno
- Distributor’s part number for the software.
- pcb
- Printed circuit board identifier, typically for cartridge media.
- programmer
- Programmer who wrote the code for the software.
- release
- Fine-grained release date for the software, if known. Use
YYYYMMDD format with no punctuation. If only the month is know,
use “xx” for the day digits. For example
199103xx
or19940729
. - serial
- Number identifying the software within a series of releases.
- usage
- Usage instructions.
- version
- Version number of the software.
Technical Specifications¶
This section covers technical specifications useful to programmers working on MAME’s source or working on scripts that run within the MAME framework.
MAME Naming Conventions¶
Introduction¶
To promote consistency and readability in MAME source code, we have some naming conventions for various elements.
Transliteration¶
For better or worse, the most broadly recognised script in the world is English Latin. Conveniently, it’s also included in almost all character encodings. To make MAME more globally accessible, we require Latin transliterations of titles and other metadata from other scripts. Do not use translations in metadata – translations are inherently subjective and error-prone. Translations may be included in comments if they may be helpful.
If general, if an official Latin script name is known, it should be used in favour of a naïve transliteration. For titles containing foreign loanwords, the conventional Latin spelling should be used for the loanwords (the most obvious example of this is the use of “Mahjong” in Japanese titles rather than “Maajan”).
- Chinese
- Where the primary audience was Mandarin-speaking, Hanyu Pinyin should be used. In contexts where diacritics are not permitted (e.g. when limited to ASCII), tone numbers should be omitted. When tones are being indicated using diacritics, tone sandhi rules should be applied. Where the primary audience was Cantonese-speaking (primarily Hong Kong and Guandong), Jyutping should be used with tone numbers omitted. If in doubt, use Hanyu Pinyin.
- Greek
- Use ISO 843:1997 type 2 (TR) rules. Do not use traditional English spellings for Greek names (people or places).
- Japanese
- Modified Hepburn rules should generally be used. Use an apostrophe between syllabic N and a following vowel (including iotised vowels). Do not use hyphens to transliterate prolonged vowels.
- Korean
- Use Revised Romanisation of Korean (RR) rules with traditional English spelling for Korean surnames. Do not use ALA-LC rules for word division and use of hyphens.
- Vietnamese
- When diacritics can’t be used, omit the tones and replace the vowels with single English vowels – do not use VIQR or TELEX conventions (“an chuot nuong” rather than “a(n chuo^.t nu*o*'ng” or “awn chuootj nuowngs”).
Titles and descriptions¶
Try to reproduce the original title faithfully where possible. Try to
preserve the case convention used by the manufacturer/publisher. If no
official English Latin title is known, use a standard transliteration.
For software list entries where a transliteration is used for the
description
element, put the title in an info
element with a
name="alt_title"
attribute.
For software items that have multiple titles (for example different
regional titles with the same installation media), use the most most
widespread English Latin title for the description
element, and put
the other titles in info
elements with name="alt_title"
attributes.
If disambiguation is needed, try to be descriptive as possible. For example, use the manufacturer’s version number, regional licensee’s name, or terse description of hardware differences in preference to arbitrary set numbers. Surround the disambiguation text with parentheses, preserve original case for names and version text, but use lowercase for anything else besides proper nouns and initialisms.
C++ naming conventions¶
For C++ naming conventions, see the relevant section in the C++ Coding Guidelines: Naming conventions
MAME Layout Files¶
Introduction¶
Layout files are used to tell MAME what to display when running an emulated
system, and how to arrange it. MAME can render emulated screens, images, text,
shapes, and specialised objects for common output devices. Elements can be
static, or dynamically update to reflect the state of inputs and outputs.
Layouts may be automatically generated based on the number/type of emulated
screens, built and linked into the MAME binary, or provided externally. MAME
layout files are an XML application, using the .lay
filename extension.
Core concepts¶
Numbers¶
There are two kinds of numbers in MAME layouts: integers and floating-point numbers.
Integers may be supplied in decimal or hexadecimal notation. A decimal integer consists of an optional # (hash) prefix, an optional +/- (plus or minus) sign character, and a sequence of digits 0-9. A hexadecimal number consists of one of the prefixes $ (dollar sign) or 0x (zero ex) followed by a sequence of hexadecimal digits 0-9 and A-F. Hexadecimal numbers are case-insensitive for both the prefix and digits.
Floating-point numbers may be supplied in decimal fixed-point or scientific notation. Note that integer prefixes and hexadecimal values are not accepted where a floating-point number is expected.
For a few attributes, both integers and floating-point numbers are allowed. In these cases, the presence of a # (hash), $ (dollar sign) or 0x (zero ex) prefix causes the value to be interpreted as an integer. If no recognised integer prefix is found and the value contains a decimal point or the letter E (uppercase or lowercase) introducing an exponent, it is interpreted as a floating-point number. If no integer prefix, decimal point or letter E is found, the number will be interpreted as an integer.
Numbers are parsed using the "C" locale for portability.
Coordinates¶
Layout coordinates are internally represented as IEEE754 32-bit binary floating-point numbers (also known as “single precision”). Coordinates increase in the rightward and downward directions. The origin (0,0) has no particular significance, and you may freely use negative coordinates in layouts. Coordinates are supplied as floating-point numbers.
MAME assumes that view coordinates have the same aspect ratio as pixels on the output device (host screen or window). Assuming square pixels and no rotation, this means equal distances in X and Y axes correspond to equal horizontal and vertical distances in the rendered output.
Views, groups and elements all have their own internal coordinate systems. When an element or group is referenced from a view or another group, its coordinates are scaled as necessary to fit the specified bounds.
Objects are positioned and sized using bounds
elements. The horizontal
position and size may be specified in three ways: left edge and width using
x
and width
attributes, horizontal centre and width using xc
and
width
attributes, or left and right edges using left
and right
attributes. Similarly, the vertical position and size may be specified in terms
of the top edge and height using y
and height
attributes, vertical
centre and height using yc
and height
attributes, or top and bottom
edges using top
and bottom
attributes.
These three bounds
elements are equivalent:
<bounds x="455" y="120" width="12" height="8" />
<bounds xc="461" yc="124" width="12" height="8" />
<bounds left="455" top="120" right="467" bottom="128" />
It’s possible to use different schemes in the horizontal and vertical
directions. For example, these equivalent bounds
elements are also valid:
<bounds x="455" top="120" width="12" bottom="128" />
<bounds left="455" yc="124" right="467" height="8" />
The width
/height
or right
/bottom
default to 1.0 if not supplied.
It is an error if width
or height
are negative, if right
is less
than left
, or if bottom
is less than top
.
Colours¶
Colours are specified in RGBA space. MAME is not aware of colour profiles and gamuts, so colours will typically be interpreted as sRGB with your system’s target gamma (usually 2.2). Channel values are specified as floating-point numbers. Red, green and blue channel values range from 0.0 (off) to 1.0 (full intensity). Alpha ranges from 0.0 (fully transparent) to 1.0 (opaque). Colour channel values are not pre-multiplied by the alpha value.
Component and view item colour is specified using color
elements.
Meaningful attributes are red
, green
, blue
and alpha
. This
example color
element specifies all channel values:
<color red="0.85" green="0.4" blue="0.3" alpha="1.0" />
Any omitted channel attributes default to 1.0 (full intensity or opaque). It is an error if any channel value falls outside the range of 0.0 to 1.0 (inclusive).
Parameters¶
Parameters are named variables that can be used in most attributes. To use
a parameter in an attribute, surround its name with tilde (~) characters. If a
parameter is not defined, no substitution occurs. Here is an examples showing
two instances of parameter use – the values of the digitno
and x
parameters will be substituted for ~digitno~
and ~x~
:
<element name="digit~digitno~" ref="digit">
<bounds x="~x~" y="80" width="25" height="40" />
</element>
A parameter name is a sequence of uppercase English letters A-Z, lowercase
English letters a-z, decimal digits 0-9, and/or underscore (_) characters.
Parameter names are case-sensitive. When looking for a parameter, the layout
engine starts at the current, innermost scope and works outwards. The outermost
scope level corresponds to the top-level mamelayout
element. Each
repeat
, group
or view
element creates a new, nested scope level.
Internally a parameter can hold a string, integer, or floating-point number, but this is mostly transparent. Integers are stored as 64-bit signed twos-complement values, and floating-point numbers are stored as IEEE754 64-bit binary floating-point numbers (also known as “double precision”). Integers are substituted in decimal notation, and floating point numbers are substituted in default format, which may be decimal fixed-point or scientific notation depending on the value). There is no way to override the default formatting of integer and floating-point number parameters.
There are two kinds of parameters: value parameters and generator parameters. Value parameters keep their assigned value until reassigned. Generator parameters have a starting value and an increment and/or shift to be applied for each iteration.
Value parameters are assigned using a param
element with name
and
value
attributes. Value parameters may appear inside the top-level
mamelayout
element, inside repeat
, and view
elements, and inside
group
definition elements (that is, group
elements in the top-level
mamelayout
element, as opposed to group
reference elements inside
view
elements other group
definition elements). A value parameter may
be reassigned at any point.
Here’s an example assigning the value “4” to the value parameter “firstdigit”:
<param name="firstdigit" value="4" />
Generator parameters are assigned using a param
element with name
and
start
attributes, and increment
, lshift
and/or rshift
attributes. Generator parameters may only appear inside repeat
elements
(see Repeating blocks for details). A generator parameter must not
be reassigned in the same scope (an identically named parameter may be defined
in a child scope). Here are some example generator parameters:
<param name="nybble" start="3" increment="-1" />
<param name="switchpos" start="74" increment="156" />
<param name="mask" start="0x0800" rshift="4" />
- The
nybble
parameter generates values 3, 2, 1... - The
switchpos
parameter generates values 74, 230, 386... - The
mask
parameter generates values 2048, 128, 8...
The increment
attribute must be an integer or floating-point number to be
added to the parameter’s value. The lshift
and rshift
attributes must
be non-negative integers specifying numbers of bits to shift the parameter’s
value to the left or right. The increment and shift are applied at the end of
the repeating block before the next iteration starts. The parameter’s value
will be interpreted as an integer or floating-point number before the increment
and/or shift are applied. If both an increment and shift are supplied, the
increment is applied before the shift.
If the increment
attribute is present and is a floating-point number, the
parameter’s value will be converted to a floating-point number if necessary
before the increment is added. If the increment
attribute is present and is
an integer while the parameter’s value is a floating-point number, the increment
will be converted to a floating-point number before the addition.
If the lshift
and/or rshift
attributes are present and not equal, the
parameter’s value will be converted to an integer if necessary, and shifted
accordingly. Shifting to the left is defined as shifting towards the most
significant bit. If both lshift
and rshift
are supplied, they are
netted off before being applied. This means you cannot, for example, use equal
lshift
and rshift
attributes to clear bits at one end of a parameter’s
value after the first iteration.
It is an error if a param
element has neither value
nor start
attributes, and it is an error if a param
element has both a value
attribute and any of the start
, increment
, lshift
, or rshift
attributes.
A param
element defines a parameter or reassigns its value in the current,
innermost scope. It is not possible to define or reassign parameters in a
containing scope.
Pre-defined parameters¶
A number of pre-defined value parameters are available providing information about the running machine:
- devicetag
- The full tag path of the device that caused the layout to be loaded, for
example
:
for the root driver device, or:tty:ie15
for a terminal connected to a port. This parameter is a string defined at layout (global) scope. - devicebasetag
- The base tag of the device that caused the layout to be loaded, for example
root
for the root driver device, orie15
for a terminal connected to a port. This parameter is a string defined at layout (global) scope. - devicename
- The full name (description) of the device that caused the layout to be
loaded, for example
AIM-65/40
orIE15 Terminal
. This parameter is a string defined at layout (global) scope. - deviceshortname
- The short name of the device that caused the layout to be loaded, for
example
aim65_40
orie15_terminal
. This parameter is a string defined at layout (global) scope. - scr0physicalxaspect
- The horizontal part of the physical aspect ratio of the first screen (if present). The physical aspect ratio is provided as a reduced improper fraction. Note that this is the horizontal component before rotation is applied. This parameter is an integer defined at layout (global) scope.
- scr0physicalyaspect
- The vertical part of the physical aspect ratio of the first screen (if present). The physical aspect ratio is provided as a reduced improper fraction. Note that this is the vertical component before rotation is applied. This parameter is an integer defined at layout (global) scope.
- scr0nativexaspect
- The horizontal part of the pixel aspect ratio of the first screen’s visible area (if present). The pixel aspect ratio is provided as a reduced improper fraction. Note that this is the horizontal component before rotation is applied. This parameter is an integer defined at layout (global) scope.
- scr0nativeyaspect
- The vertical part of the pixel aspect ratio of the first screen’s visible area (if present). The pixel aspect ratio is provided as a reduced improper fraction. Note that this is the vertical component before rotation is applied. This parameter is an integer defined at layout (global) scope.
- scr0width
- The width of the first screen’s visible area (if present) in emulated pixels. Note that this is the width before rotation is applied. This parameter is an integer defined at layout (global) scope.
- scr0height
- The height of the first screen’s visible area (if present) in emulated pixels. Note that this is the height before rotation is applied. This parameter is an integer defined at layout (global) scope.
- scr1physicalxaspect
- The horizontal part of the physical aspect ratio of the second screen (if present). This parameter is an integer defined at layout (global) scope.
- scr1physicalyaspect
- The vertical part of the physical aspect ratio of the second screen (if present). This parameter is an integer defined at layout (global) scope.
- scr1nativexaspect
- The horizontal part of the pixel aspect ratio of the second screen’s visible area (if present). This parameter is an integer defined at layout (global) scope.
- scr1nativeyaspect
- The vertical part of the pixel aspect ratio of the second screen’s visible area (if present). This parameter is an integer defined at layout (global) scope.
- scr1width
- The width of the second screen’s visible area (if present) in emulated pixels. This parameter is an integer defined at layout (global) scope.
- scr1height
- The height of the second screen’s visible area (if present) in emulated pixels. This parameter is an integer defined at layout (global) scope.
- scrNphysicalxaspect
- The horizontal part of the physical aspect ratio of the (zero-based) Nth screen (if present). This parameter is an integer defined at layout (global) scope.
- scrNphysicalyaspect
- The vertical part of the physical aspect ratio of the (zero-based) Nth screen (if present). This parameter is an integer defined at layout (global) scope.
- scrNnativexaspect
- The horizontal part of the pixel aspect ratio of the (zero-based) Nth screen’s visible area (if present). This parameter is an integer defined at layout (global) scope.
- scrNnativeyaspect
- The vertical part of the pixel aspect ratio of the (zero-based) Nth screen’s visible area (if present). This parameter is an integer defined at layout (global) scope.
- scrNwidth
- The width of the (zero-based) Nth screen’s visible area (if present) in emulated pixels. This parameter is an integer defined at layout (global) scope.
- scrNheight
- The height of the (zero-based) Nth screen’s visible area (if present) in emulated pixels. This parameter is an integer defined at layout (global) scope.
- viewname
- The name of the current view. This parameter is a string defined at view scope. It is not defined outside a view.
For screen-related parameters, screens are numbered from zero in the order they appear in machine configuration, and all screens are included (not just subdevices of the device that caused the layout to be loaded). X/width and Y/height refer to the horizontal and vertical dimensions of the screen before rotation is applied. Values based on the visible area are calculated at the end of configuration. Values are not updated and layouts are not recomputed if the system reconfigures the screen while running.
Parts of a layout¶
A view specifies an arrangement graphical object to display. A MAME layout file can contain multiple views. Views are built up from elements and screens. To simplify complex layouts, reusable groups and repeating blocks are supported.
The top-level element of a MAME layout file must be a mamelayout
element
with a version
attribute. The version
attribute must be an integer.
Currently MAME only supports version 2, and will not load any other version.
This is an example opening tag for a top-level mamelayout
element:
<mamelayout version="2">
In general, children of the top-level mamelayout
element are processed in
reading order from top to bottom. The exception is that, for historical
reasons, views are processed last. This means views see the final values of all
parameters at the end of the mamelayout
element, and may refer to elements
and groups that appear after them.
The following elements are allowed inside the top-level mamelayout
element:
- param
- Defines or reassigns a value parameter. See Parameters for details.
- element
- Defines an element – one of the basic objects that can be arranged in a view. See Elements for details.
- group
- Defines a reusable group of elements/screens that may be referenced from views or other groups. See Reusable groups for details.
- repeat
- A repeating group of elements – may contain
param
,element
,group
, andrepeat
elements. See Repeating blocks for details. - view
- An arrangement of elements and/or screens that can be displayed on an output device (a host screen/window). See Views for details.
- script
- Allows Lua script to be supplied for enhanced interactive layouts. See MAME Layout Scripting for details.
Elements¶
Elements are one of the basic visual objects that may be arranged, along with screens, to make up a view. Elements may be built up one or more components, but an element is treated as as single surface when building the scene graph and rendering. An element may be used in multiple views, and may be used multiple times within a view.
An element’s appearance depends on its state. The state is an integer which usually comes from an I/O port field or an emulated output (see Element state for information on connecting an element to an emulated I/O port or output). Any component of an element may be restricted to only drawing when the element’s state is a particular value. Some components (e.g. multi-segment displays) use the state directly to determine their appearance.
Each element has its own internal coordinate system. The bounds of the element’s coordinate system are computed as the union of the bounds of the individual components it’s composed of.
Every element must have a name
attribute specifying its name. Elements are
referred to by name when instantiated in groups or views. It is an error for a
layout file to contain multiple elements with identical name
attributes.
Elements may optionally supply a default state value with a defstate
attribute, to be used if not connected to an emulated output or I/O port. If
present, the defstate
attribute must be a non-negative integer.
Child elements of the element
element instantiate components, which are
drawn into the element texture in reading order from first to last using alpha
blending (components draw over and may obscure components that come before
them). All components support a few common features:
Components may be conditionally drawn depending on the element’s state by supplying
state
and/orstatemask
attributes. If present, these attributes must be non-negative integers. If only thestate
attribute is present, the component will only be drawn when the element’s state matches its value. If only thestatemask
attribute is present, the component will only be drawn when all the bits that are set in its value are set in the element’s state.If both the
state
andstatemask
attributes are present, the component will only be drawn when the bits in the element’s state corresponding to the bits that are set in thestatemask
attribute’s value match the value of the corresponding bits in thestate
attribute’s value.(The component will always be drawn if neither
state
norstatemask
attributes are present, or if thestatemask
attribute’s value is zero.)Each component may have a
bounds
child element specifying its position and size (see Coordinates). If no such element is present, the bounds default to a unit square (width and height of 1.0) with the top left corner at (0,0).A component’s position and/or size may be animated according to the element’s state by supplying multiple
bounds
child elements withstate
attributes. Thestate
attribute of eachbounds
child element must be a non-negative integer. Thestate
attributes must not be equal for any twobounds
elements within a component.If the element’s state is lower than the
state
value of anybounds
child element, the position/size specified by thebounds
child element with the loweststate
value will be used. If the element’s state is higher than thestate
value of anybounds
child element, the position/size specified by thebounds
child element with the higheststate
value will be used. If the element’s state is between thestate
values of twobounds
child elements, the position/size will be interpolated linearly.Each component may have a
color
child element specifying an RGBA colour (see Colours for details). This can be used to control the colour of geometric, algorithmically drawn, or textual components. Forimage
components, the colour of the image pixels is multiplied by the specified colour. If no such element is present, the colour defaults to opaque white.A component’s color may be animated according to the element’s state by supplying multiple
color
child elements withstate
attributes. Thestate
attributes must not be equal for any twocolor
elements within a component.If the element’s state is lower than the
state
value of anycolor
child element, the colour specified by thecolor
child element with the loweststate
value will be used. If the element’s state is higher than thestate
value of anycolor
child element, the colour specified by thecolor
child element with the higheststate
value will be used. If the element’s state is between thestate
values of twocolor
child elements, the RGBA colour components will be interpolated linearly.
The following components are supported:
- rect
- Draws a uniform colour rectangle filling its bounds.
- disk
- Draws a uniform colour ellipse fitted to its bounds.
- image
Draws an image loaded from a PNG, JPEG, Windows DIB (BMP) or SVG file. The name of the file to load (including the file name extension) is supplied using the
file
attribute. Additionally, an optionalalphafile
attribute may be used to specify the name of a PNG file (including the file name extension) to load into the alpha channel of the image.Alternatively, image data may be supplied in the layout file itself using a
data
child element. This can be useful for supplying simple, human-readable SVG graphics. Afile
attribute ordata
child element must be supplied; it is an error if neither or both are supplied.If the
alphafile
attribute refers refers to a file, it must have the same dimensions (in pixels) as the file referred to by thefile
attribute, and must have a bit depth no greater than eight bits per channel per pixel. The intensity from this image (brightness) is copied to the alpha channel, with full intensity (white in a greyscale image) corresponding to fully opaque, and black corresponding to fully transparent. Thealphafile
attribute will be ignored if thefile
attribute refers to an SVG image or thedata
child element contains SVG data; it is only used in conjunction with bitmap images.The image file(s) should be placed in the same directory/archive as the layout file. Image file formats are detected by examining the content of the files, file name extensions are ignored.
- text
- Draws text in using the UI font in the specified colour. The text to draw
must be supplied using a
string
attribute. Analign
attribute may be supplied to set text alignment. If present, thealign
attribute must be an integer, where 0 (zero) means centred, 1 (one) means left-aligned, and 2 (two) means right-aligned. If thealign
attribute is absent, the text will be centred. - led7seg
- Draws a standard seven-segment (plus decimal point) digital LED/fluorescent display in the specified colour. The low eight bits of the element’s state control which segments are lit. Starting from the least significant bit, the bits correspond to the top segment, the upper right-hand segment, continuing clockwise to the upper left segment, the middle bar, and the decimal point. Unlit segments are drawn at low intensity (0x20/0xff).
- led14seg
- Draws a standard fourteen-segment alphanumeric LED/fluorescent display in the specified colour. The low fourteen bits of the element’s state control which segments are lit. Starting from the least significant bit, the bits correspond to the top segment, the upper right-hand segment, continuing clockwise to the upper left segment, the left-hand and right-hand halves of the horizontal middle bar, the upper and lower halves of the vertical middle bar, and the diagonal bars clockwise from lower left to lower right. Unlit segments are drawn at low intensity (0x20/0xff).
- led14segsc
- Draws a standard fourteen-segment alphanumeric LED/fluorescent display with
decimal point/comma in the specified colour. The low sixteen bits of the
element’s state control which segments are lit. The low fourteen bits
correspond to the same segments as in the
led14seg
component. Two additional bits correspond to the decimal point and comma tail. Unlit segments are drawn at low intensity (0x20/0xff). - led16seg
- Draws a standard sixteen-segment alphanumeric LED/fluorescent display in the specified colour. The low sixteen bits of the element’s state control which segments are lit. Starting from the least significant bit, the bits correspond to the left-hand half of the top bar, the right-hand half of the top bar, continuing clockwise to the upper left segment, the left-hand and right-hand halves of the horizontal middle bar, the upper and lower halves of the vertical middle bar, and the diagonal bars clockwise from lower left to lower right. Unlit segments are drawn at low intensity (0x20/0xff).
- led16segsc
- Draws a standard sixteen-segment alphanumeric LED/fluorescent display with
decimal point/comma in the specified colour. The low eighteen bits of the
element’s state control which segments are lit. The low sixteen bits
correspond to the same segments as in the
led16seg
component. Two additional bits correspond to the decimal point and comma tail. Unlit segments are drawn at low intensity (0x20/0xff). - simplecounter
- Displays the numeric value of the element’s state using the system font in
the specified colour. The value is formatted in decimal notation. A
digits
attribute may be supplied to specify the minimum number of digits to display. If present, thedigits
attribute must be a positive integer; if absent, a minimum of two digits will be displayed. Amaxstate
attribute may be supplied to specify the maximum state value to display. If present, themaxstate
attribute must be a non-negative number; if absent it defaults to 999. Analign
attribute may be supplied to set text alignment. If present, thealign
attribute must be an integer, where 0 (zero) means centred, 1 (one) means left-aligned, and 2 (two) means right-aligned; if absent, the text will be centred.
An example element that draws a static left-aligned text string:
<element name="label_reset_cpu">
<text string="CPU" align="1"><color red="1.0" green="1.0" blue="1.0" /></text>
</element>
An example element that displays a circular LED where the intensity depends on the state of an active-high output:
<element name="led" defstate="0">
<disk state="0"><color red="0.43" green="0.35" blue="0.39" /></disk>
<disk state="1"><color red="1.0" green="0.18" blue="0.20" /></disk>
</element>
An example element for a button that gives visual feedback when clicked:
<element name="btn_rst">
<rect state="0"><bounds x="0.0" y="0.0" width="1.0" height="1.0" /><color red="0.2" green="0.2" blue="0.2" /></rect>
<rect state="1"><bounds x="0.0" y="0.0" width="1.0" height="1.0" /><color red="0.1" green="0.1" blue="0.1" /></rect>
<rect state="0"><bounds x="0.1" y="0.1" width="0.9" height="0.9" /><color red="0.1" green="0.1" blue="0.1" /></rect>
<rect state="1"><bounds x="0.1" y="0.1" width="0.9" height="0.9" /><color red="0.2" green="0.2" blue="0.2" /></rect>
<rect><bounds x="0.1" y="0.1" width="0.8" height="0.8" /><color red="0.15" green="0.15" blue="0.15" /></rect>
<text string="RESET"><bounds x="0.1" y="0.4" width="0.8" height="0.2" /><color red="1.0" green="1.0" blue="1.0" /></text>
</element>
An example of an element that draws a seven-segment LED display using external segment images:
<element name="digit_a" defstate="0">
<image file="a_off.png" />
<image file="a_a.png" statemask="0x01" />
<image file="a_b.png" statemask="0x02" />
<image file="a_c.png" statemask="0x04" />
<image file="a_d.png" statemask="0x08" />
<image file="a_e.png" statemask="0x10" />
<image file="a_f.png" statemask="0x20" />
<image file="a_g.png" statemask="0x40" />
<image file="a_dp.png" statemask="0x80" />
</element>
An example of a bar graph that grows vertically and changes colour from green, through yellow, to red as the state increases:
<element name="pedal">
<rect>
<bounds state="0x000" left="0.0" top="0.9" right="1.0" bottom="1.0" />
<bounds state="0x610" left="0.0" top="0.0" right="1.0" bottom="1.0" />
<color state="0x000" red="0.0" green="1.0" blue="0.0" />
<color state="0x184" red="1.0" green="1.0" blue="0.0" />
<color state="0x610" red="1.0" green="0.0" blue="0.0" />
</rect>
</element>
An example of a bar graph that grows horizontally to the left or right and changes colour from green, through yellow, to red as the state changes from the neutral position:
<element name="wheel">
<rect>
<bounds state="0x800" left="0.475" top="0.0" right="0.525" bottom="1.0" />
<bounds state="0x280" left="0.0" top="0.0" right="0.525" bottom="1.0" />
<bounds state="0xd80" left="0.475" top="0.0" right="1.0" bottom="1.0" />
<color state="0x800" red="0.0" green="1.0" blue="0.0" />
<color state="0x3e0" red="1.0" green="1.0" blue="0.0" />
<color state="0x280" red="1.0" green="0.0" blue="0.0" />
<color state="0xc20" red="1.0" green="1.0" blue="0.0" />
<color state="0xd80" red="1.0" green="0.0" blue="0.0" />
</rect>
</element>
Views¶
A view defines an arrangement of elements and/or emulated screen images that can be displayed in a window or on a screen. Views also connect elements to emulated I/O ports and/or outputs. A layout file may contain multiple views. If a view references a non-existent screen, it will be considered unviable. MAME will print a warning message, skip over the unviable view, and continue to load views from the layout file. This is particularly useful for systems where a screen is optional, for example computer systems with front panel controls and an optional serial terminal.
Views are identified by name in MAME’s user interface and in command-line
options. For layouts files associated with devices other than the root driver
device, view names are prefixed with the device’s tag (with the initial colon
omitted) – for example a view called “Keyboard LEDs” loaded for the device
:tty:ie15
will be called “tty:ie15 Keyboard LEDs” in MAME’s user interface.
Views are listed in the order they are loaded. Within a layout file, views are
loaded in the order they appear, from top to bottom.
Views are created with view
elements inside the top-level mamelayout
element. Each view
element must have a name
attribute, supplying its
human-readable name for use in the user interface and command-line options.
This is an example of a valid opening tag for a view
element:
<view name="Control panel">
A view creates a nested parameter scope inside the parameter scope of the
top-level mamelayout
element. For historical reasons, view
elements are
processed after all other child elements of the top-level mamelayout
element. This means a view can reference elements and groups that appear after
it in the file, and parameters from the enclosing scope will have their final
values from the end of the mamelayout
element.
The following child elements are allowed inside a view
element:
- bounds
- Sets the origin and size of the view’s internal coordinate system if
present. See Coordinates for details. If absent,
the bounds of the view are computed as the union of the bounds of all
screens and elements within the view. It only makes sense to have one
bounds
as a direct child of a view element. Any content outside the view’s bounds is cropped, and the view is scaled proportionally to fit the output window or screen. - param
- Defines or reassigns a value parameter in the view’s scope. See Parameters for details.
- element
Adds an element to the view (see Elements). The name of the element to add is specified using the required
ref
attribute. It is an error if no element with this name is defined in the layout file. Within a view, elements are drawn in the order they appear in the layout file, from front to back. See below for more details.May optionally be connected to an emulated I/O port using
inputtag
andinputmask
attributes, and/or an emulated output using aname
attribute. See Clickable items for details. See Element state for details on supplying a state value to the instantiated element.- screen
Adds an emulated screen image to the view. The screen must be identified using either an
index
attribute or atag
attribute (it is an error for ascreen
element to have bothindex
andtag
attributes). If present, theindex
attribute must be a non-negative integer. Screens are numbered by the order they appear in machine configuration, starting at zero (0). If present, thetag
attribute must be the tag path to the screen relative to the device that causes the layout to be loaded. Screens are drawn in the order they appear in the layout file, from front to back.May optionally be connected to an emulated I/O port using
inputtag
andinputmask
attributes, and/or an emulated output using aname
attribute. See Clickable items for details.- collection
- Adds screens and/or items in a collection that can be shown or hidden by the
user (see Collections). The name of the collection is
specified using the required
name
attribute.. There is a limit of 32 collections per view. - group
- Adds the content of the group to the view (see Reusable groups).
The name of the group to add is specified using the required
ref
attribute. It is an error if no group with this name is defined in the layout file. See below for more details on positioning. - repeat
- Repeats its contents the number of times specified by the required
count
attribute. Thecount
attribute must be a positive integer. Arepeat
element in a view may containelement
,screen
,group
, and furtherrepeat
elements, which function the same way they do when placed in a view directly. See Repeating blocks for discussion on usingrepeat
elements.
Screens (screen
elements) and layout elements (element
elements) may
have an id
attribute. If present, the id
attribute must not be empty,
and must be unique within a view, including screens and elements instantiated
via reusable groups and repeating blocks. Screens and layout elements with
id
attributes can be looked up by Lua scripts (see MAME Layout Scripting).
Screens (screen
elements), layout elements (element
elements) and groups
(group
elements) may have their orientation altered using an orientation
child element. For screens, the orientation modifiers are applied in addition
to the orientation modifiers specified on the screen device and on the machine.
The orientation
element supports the following attributes, all of which are
optional:
- rotate
- If present, applies clockwise rotation in ninety degree increments. Must be an integer equal to 0, 90, 180 or 270.
- swapxy
- Allows the screen, element or group to be mirrored along a line at
forty-five degrees to vertical from upper left to lower right. Must be
either
yes
orno
if present. Mirroring applies logically after rotation. - flipx
- Allows the screen, element or group to be mirrored around its vertical axis,
from left to right. Must be either
yes
orno
if present. Mirroring applies logically after rotation. - flipy
- Allows the screen, element or group to be mirrored around its horizontal
axis, from top to bottom. Must be either
yes
orno
if present. Mirroring applies logically after rotation.
Screens (screen
elements) and layout elements (element
elements) may
have a blend
attribute to set the blending mode. Supported values are
none
(no blending), alpha
(alpha blending), multiply
(RGB
multiplication), and add
(additive blending). The default for screens is to
allow the driver to specify blending per layer; the default blending mode for
layout elements is alpha blending.
Screens (screen
elements), layout elements (element
elements) and groups
(group
elements) may be positioned and sized using a bounds
child
element (see Coordinates for details). In the absence
of a bounds
child element, screens’ and layout elements’ bounds default to a
unit square (origin at 0,0 and height and width both equal to 1). In the
absence of a bounds
child element, groups are expanded with no
translation/scaling (note that groups may position screens/elements outside
their bounds). This example shows a view instantiating and positioning a
screen, an individual layout element, and two element groups:
<view name="LED Displays, Terminal and Keypad">
<screen index="0"><bounds x="0" y="132" width="320" height="240" /></screen>
<element ref="beige"><bounds x="320" y="0" width="172" height="372" /></element>
<group ref="displays"><bounds x="0" y="0" width="320" height="132" /></group>
<group ref="keypad"><bounds x="336" y="16" width="140" height="260" /></group>
</view>
Screens (screen
elements), layout elements (element
elements) and groups
(group
elements) may have a color
child element (see
Colours) specifying a modifier colour. The component
colours of the screen or layout element(s) are multiplied by this colour.
Screens (screen
elements) and layout elements (element
elements) may
have their colour and position/size animated by supplying multiple color
and/or bounds
child elements with state
attributes. See
View item animation for details.
Layout elements (element
elements) may be configured to show only part of
the element’s width or height using xscroll
and/or yscroll
child
elements. This can be used for devices like slot machine reels. The
xscroll
and yscroll
elements support the same attributes:
- size
- The size of the horizontal or vertical scroll window, as a proportion of the element’s width or height, respectively. Must be in the range 0.01 to 1.0, inclusive, if present (1% of the width/height to the full width/height). By default, the entire width and height of the element is shown.
- wrap
- Whether the element should wrap horizontally or vertically. Must be either
yes
orno
if present. By default, items do not wrap horizontally or vertically. - inputtag
- If present, the horizontal or vertical scroll position will be taken from the value of the corresponding I/O port. Specifies the tag path of an I/O port relative to the device that caused the layout file to be loaded. The raw value from the input port is used, active-low switch values are not normalised.
- name
- If present, the horizontal or vertical scroll position will be taken from the correspondingly named output.
- mask
- If present, the horizontal or vertical scroll position will be masked with
the value and shifted to the right to remove trailing zeroes (for example a
mask of 0x05 will result in no shift, while a mask of 0x68 will result in
the value being shifted three bits to the right). Note that this applies to
output values (specified with the
name
attribute) as well as input port values (specified with theinputtag
attribute). Must be an integer value if present. If not present, it is equivalent to all 32 bits being set. - min
- Minimum horizontal or vertical scroll position value. When the horizontal or vertical scroll position has this value, the left or top edge or the scroll window will be aligned with the left or top edge of the element. Must be an integer value if present. Defaults to zero.
- max
- Maximum horizontal or vertical scroll position value. Must be an integer
value if present. Defaults to the
mask
value shifted to the right to remove trailing zeroes.
Collections¶
Collections of screens and/or layout elements can be shown or hidden by the user
as desired. For example, a single view could include both displays and a
clickable keypad, and allow the user to hide the keypad leaving only the
displays visible. Collections are created using collection
elements inside
view
, group
and other collection
elements.
A collection element must have a name
attribute providing the display name
for the collection. Collection names must be unique within a view. The initial
visibility of a collection may be specified by providing a visible
attribute. Set the visible
attribute to yes
if the collection should be
initially visible, or no
if it should be initially hidden. Collections are
initially visible by default.
Here is an example demonstrating the use of collections to allow parts of a view to be hidden by the user:
<view name="LED Displays, CRT and Keypad">
<collection name="LED Displays">
<group ref="displays"><bounds x="240" y="0" width="320" height="47" /></group>
</collection>
<collection name="Keypad">
<group ref="keypad"><bounds x="650" y="57" width="148" height="140" /></group>
</collection>
<screen tag="screen"><bounds x="0" y="57" width="640" height="480" /></screen>
</view>
A collection creates a nested parameter scope. Any param
elements inside
the collection element set parameters in the local scope for the collection.
See Parameters for more detail on parameters. (Note that
the collection’s name and default visibility are not part of its content, and
any parameter references in the name
and visible
attributes themselves
will be substituted using parameter values from the collection’s parent’s
scope.)
Reusable groups¶
Groups allow an arrangement of screens and/or layout elements to be used
multiple times in views or other groups. Groups can be beneficial even if you
only use the arrangement once, as they can be used to encapsulate part of a
complex layout. Groups are defined using group
elements inside the
top-level mamelayout
element, and instantiated using group
elements
inside view
and other group
elements.
Each group definition element must have a name
attribute providing a unique
identifier. It is an error if a layout file contains multiple group definitions
with identical name
attributes. The value of the name
attribute is used
when instantiating the group from a view or another group. This is an example
opening tag for a group definition element inside the top-level mamelayout
element:
<group name="panel">
This group may then be instantiated in a view or another group element using a
group reference element, optionally supplying destination bounds, orientation,
and/or modifier colour. The ref
attribute identifies the group to
instantiate – in this example, destination bounds are supplied:
<group ref="panel"><bounds x="87" y="58" width="23" height="23.5" /></group>
Group definition elements allow all the same child elements as views. Positioning and orienting screens, layout elements and nested groups works the same way as for views. See Views for details. A group may instantiate other groups, but recursive loops are not permitted. It is an error if a group directly or indirectly instantiates itself.
Groups have their own internal coordinate systems. If a group definition
element has no bounds
element as a direct child, its bounds are computed as
the union of the bounds of all the screens, layout elements and/or nested groups
it instantiates. A bounds
child element may be used to explicitly specify
group bounds (see Coordinates for details). Note that
groups’ bounds are only used for the purpose of calculating the coordinate
transform when instantiating a group. A group may position screens and/or
elements outside its bounds, and they will not be cropped.
To demonstrate how bounds calculation works, consider this example:
<group name="autobounds">
<!-- bounds automatically calculated with origin at (5,10), width 30, and height 15 -->
<element ref="topleft"><bounds x="5" y="10" width="10" height="10" /></element>
<element ref="bottomright"><bounds x="25" y="15" width="10" height="10" /></element>
</group>
<view name="Test">
<!--
group bounds translated and scaled to fit - 2/3 scale horizontally and double vertically
element topleft positioned at (0,0) with width 6.67 and height 20
element bottomright positioned at (13.33,10) with width 6.67 and height 20
view bounds calculated with origin at (0,0), width 20, and height 30
-->
<group ref="autobounds"><bounds x="0" y="0" width="20" height="30" /></group>
</view>
This is relatively straightforward, as all elements inherently fall within the group’s automatically computed bounds. Now consider what happens if a group positions elements outside its explicit bounds:
<group name="periphery">
<!-- elements are above the top edge and to the right of the right edge of the bounds -->
<bounds x="10" y="10" width="20" height="25" />
<element ref="topleft"><bounds x="10" y="0" width="10" height="10" /></element>
<element ref="bottomright"><bounds x="30" y="20" width="10" height="10" /></element>
</group>
<view name="Test">
<!--
group bounds translated and scaled to fit - 3/2 scale horizontally and unity vertically
element topleft positioned at (5,-5) with width 15 and height 10
element bottomright positioned at (35,15) with width 15 and height 10
view bounds calculated with origin at (5,-5), width 45, and height 30
-->
<group ref="periphery"><bounds x="5" y="5" width="30" height="25" /></group>
</view>
The group’s elements are translated and scaled as necessary to distort the group’s internal bounds to the destination bounds in the view. The group’s content is not restricted to its bounds. The view considers the bounds of the actual layout elements when computing its bounds, not the destination bounds specified for the group.
When a group is instantiated, it creates a nested parameter scope. The logical
parent scope is the parameter scope of the view, group or repeating block where
the group is instantiated (not its lexical parent, the top-level
mamelayout
element). Any param
elements inside the group definition
element set parameters in the local scope for the group instantiation. Local
parameters do not persist across multiple instantiations. See
Parameters for more detail on parameters. (Note that the
group’s name is not part of its content, and any parameter references in the
name
attribute itself will be substituted at the point where the group
definition appears in the top-level mamelayout
element’s scope.)
Repeating blocks¶
Repeating blocks provide a concise way to generate or arrange large numbers of similar elements. Repeating blocks are generally used in conjunction with generator parameters (see Parameters). Repeating blocks may be nested for more complex arrangements.
Repeating blocks are created with repeat
elements. Each repeat
element
requires a count
attribute specifying the number of iterations to generate.
The count
attribute must be a positive integer. Repeating blocks are
allowed inside the top-level mamelayout
element, inside group
and
view
elements, and insider other repeat
elements. The exact child
elements allowed inside a repeat
element depend on where it appears:
- A repeating block inside the top-level
mamelayout
element may containparam
,element
,group
(definition), andrepeat
elements. - A repeating block inside a
group
orview
element may containparam
,element
(reference),screen
,group
(reference), andrepeat
elements.
A repeating block effectively repeats its contents the number of times specified
by its count
attribute. See the relevant sections for details on how the
child elements are used (Parts of a layout, Reusable groups, and
Views). A repeating block creates a nested parameter scope
inside the parameter scope of its lexical (DOM) parent element.
Generating white number labels from zero to eleven named label_0
,
label_1
, and so on (inside the top-level mamelayout
element):
<repeat count="12">
<param name="labelnum" start="0" increment="1" />
<element name="label_~labelnum~">
<text string="~labelnum~"><color red="1.0" green="1.0" blue="1.0" /></text>
</element>
</repeat>
A horizontal row of forty digital displays, with five units space between them,
controlled by outputs digit0
to digit39
(inside a group
or view
element):
<repeat count="40">
<param name="i" start="0" increment="1" />
<param name="x" start="5" increment="30" />
<element name="digit~i~" ref="digit">
<bounds x="~x~" y="5" width="25" height="50" />
</element>
</repeat>
Eight five-by-seven dot matrix displays in a row, with pixels controlled by
outputs Dot_000
to Dot_764
(inside a group
or view
element):
<repeat count="8"> <!-- 8 digits -->
<param name="digitno" start="1" increment="1" />
<param name="digitx" start="0" increment="935" /> <!-- distance between digits ((111 * 5) + 380) -->
<repeat count="7"> <!-- 7 rows in each digit -->
<param name="rowno" start="1" increment="1" />
<param name="rowy" start="0" increment="114" /> <!-- vertical distance between LEDs -->
<repeat count="5"> <!-- 5 columns in each digit -->
<param name="colno" start="1" increment="1" />
<param name="colx" start="~digitx~" increment="111" /> <!-- horizontal distance between LEDs -->
<element name="Dot_~digitno~~rowno~~colno~" ref="Pixel" state="0">
<bounds x="~colx~" y="~rowy~" width="100" height="100" /> <!-- size of each LED -->
</element>
</repeat>
</repeat>
</repeat>
Two horizontally separated, clickable, four-by-four keypads (inside a group
or view
element):
<repeat count="2">
<param name="group" start="0" increment="4" />
<param name="padx" start="10" increment="530" />
<param name="mask" start="0x01" lshift="4" />
<repeat count="4">
<param name="row" start="0" increment="1" />
<param name="y" start="100" increment="110" />
<repeat count="4">
<param name="col" start="~group~" increment="1" />
<param name="btnx" start="~padx~" increment="110" />
<param name="mask" start="~mask~" lshift="1" />
<element ref="btn~row~~col~" inputtag="row~row~" inputmask="~mask~">
<bounds x="~btnx~" y="~y~" width="80" height="80" />
</element>
</repeat>
</repeat>
</repeat>
The buttons are drawn using elements btn00
in the top left, bnt07
in the
top right, btn30
in the bottom left, and btn37
in the bottom right,
counting in between. The four rows are connected to I/O ports row0
,
row1
, row2
, and row3
, from top to bottom. The columns are connected
to consecutive I/O port bits, starting with the least significant bit on the
left. Note that the mask
parameter in the innermost repeat
element
takes its initial value from the correspondingly named parameter in the
enclosing scope, but does not modify it.
Generating a chequerboard pattern with alternating alpha values 0.4 and 0.2
(inside a group
or view
element):
<repeat count="4">
<param name="pairy" start="3" increment="20" />
<param name="pairno" start="7" increment="-2" />
<repeat count="2">
<param name="rowy" start="~pairy~" increment="10" />
<param name="rowno" start="~pairno~" increment="-1" />
<param name="lalpha" start="0.4" increment="-0.2" />
<param name="ralpha" start="0.2" increment="0.2" />
<repeat count="4">
<param name="lx" start="3" increment="20" />
<param name="rx" start="13" increment="20" />
<param name="lmask" start="0x01" lshift="2" />
<param name="rmask" start="0x02" lshift="2" />
<element ref="hl" inputtag="board:IN.~rowno~" inputmask="~lmask~">
<bounds x="~lx~" y="~rowy~" width="10" height="10" />
<color alpha="~lalpha~" />
</element>
<element ref="hl" inputtag="board:IN.~rowno~" inputmask="~rmask~">
<bounds x="~rx~" y="~rowy~" width="10" height="10" />
<color alpha="~ralpha~" />
</element>
</repeat>
</repeat>
</repeat>
The outermost repeat
element generates a group of two rows on each
iteration; the next repeat
element generates an individual row on each
iteration; the innermost repeat
element produces two horizontally adjacent
tiles on each iteration. Rows are connected to I/O ports board:IN.7
at the
top to board.IN.0
at the bottom.
Interactivity¶
Interactive views are supported by allowing items to be bound to emulated outputs and I/O ports. Five kinds of interactivity are supported:
- Clickable items
- If an item in a view is bound to an I/O port switch field, clicking the item will activate the emulated switch.
- State-dependent components
- Some components will be drawn differently depending on the containing element’s state. These include the dot matrix, multi-segment LED display and simple counter elements. See Elements for details.
- Conditionally-drawn components
- Components may be conditionally drawn or hidden depending on the containing
element’s state by supplying
state
and/orstatemask
attributes. See Elements for details. - Component parameter animation
- Components’ colour and position/size within their containing element may be
animated according the element’s state by providing multiple
color
and/orbounds
elements withstate
attributes. See Elements for details. - Item parameter animation
- Items’ colour and position/size within their containing view may be animated according to their animation state.
Clickable items¶
If a view item (element
or screen
element) has inputtag
and
inputmask
attribute values that correspond to a digital switch field in the
emulated system, clicking the element will activate the switch. The switch
will remain active as long as the mouse button is held down and the pointer is
within the item’s current bounds. (Note that the bounds may change depending on
the item’s animation state, see View item animation).
The inputtag
attribute specifies the tag path of an I/O port relative to the
device that caused the layout file to be loaded. The inputmask
attribute
must be an integer specifying the bits of the I/O port field that the item
should activate. This sample shows instantiation of clickable buttons:
<element ref="btn_3" inputtag="X2" inputmask="0x10">
<bounds x="2.30" y="4.325" width="1.0" height="1.0" />
</element>
<element ref="btn_0" inputtag="X0" inputmask="0x20">
<bounds x="0.725" y="5.375" width="1.0" height="1.0" />
</element>
<element ref="btn_rst" inputtag="RESET" inputmask="0x01">
<bounds x="1.775" y="5.375" width="1.0" height="1.0" />
</element>
When handling mouse input, MAME treats all layout elements as being rectangular, and only activates the first clickable item whose area includes the location of the mouse pointer.
Element state¶
A view item that instantiates an element (element
element) may supply a
state value to the element from an emulated I/O port or output. See
Elements for details on how an element’s state affects its
appearance.
If the element
element has a name
attribute, the element state value
will be taken from the value of the correspondingly named emulated output. Note
that output names are global, which can become an issue when a machine uses
multiple instances of the same type of device. This example shows how digital
displays may be connected to emulated outputs:
<element name="digit6" ref="digit"><bounds x="16" y="16" width="48" height="80" /></element>
<element name="digit5" ref="digit"><bounds x="64" y="16" width="48" height="80" /></element>
<element name="digit4" ref="digit"><bounds x="112" y="16" width="48" height="80" /></element>
<element name="digit3" ref="digit"><bounds x="160" y="16" width="48" height="80" /></element>
<element name="digit2" ref="digit"><bounds x="208" y="16" width="48" height="80" /></element>
<element name="digit1" ref="digit"><bounds x="256" y="16" width="48" height="80" /></element>
If the element
element has inputtag
and inputmask
attributes but
lacks a name
attribute, the element state value will be taken from the value
of the corresponding I/O port, masked with the inputmask
value. The
inputtag
attribute specifies the tag path of an I/O port relative to the
device that caused the layout file to be loaded. The inputmask
attribute
must be an integer specifying the bits of the I/O port field to use.
If the element
element has no inputraw
attribute, or if the value of the
inputraw
attribute is no
, the I/O port’s value is masked with the
inputmask
value and XORed with the I/O port default field value. If the
result is non-zero, the element state is 1, otherwise it’s 0. This is often
used or provide visual feedback for clickable buttons, as values for active-high
and active-low switches are normalised.
If the element
element has an inputraw
attribute with the value yes
,
the element state will be taken from the I/O port’s value masked with the
inputmask
value and shifted to the right to remove trailing zeroes (for
example a mask of 0x05 will result in no shift, while a mask of 0xb0 will result
in the value being shifted four bits to the right). This is useful for
obtaining the value of analog or positional inputs.
View item animation¶
Items’ colour and position/size within their containing view may be animated.
This is achieved by supplying multiple color
and/or bounds
child
elements with state
attributes. The state
attribute of each color
or bounds
child element must be a non-negative integer. Withing a view
item, no two color
elements may have equal state state
attributes, and
no two bounds
elements may have equal state
attributes.
If the item’s animation state is lower than the state
value of any
bounds
child element, the position/size specified by the bounds
child
element with the lowest state
value will be used. If the item’s
animation state is higher than the state
value of any bounds
child
element, the position/size specified by the bounds
child element with the
highest state
value will be used. If the item’s animation state is between
the state
values of two bounds
child elements, the position/size will be
interpolated linearly.
If the item’s animation state is lower than the state
value of any color
child element, the colour specified by the color
child element with the
lowest state
value will be used. If the item’s animation state is higher
than the state
value of any color
child element, the colour specified by
the color
child element with the highest state
value will be used. If
the item’s animation state is between the state
values of two color
child elements, the RGBA colour components will be interpolated linearly.
An item’s animation state may be bound to an emulated output or input port by
supplying an animate
child element. If present, the animate
element
must have either an inputtag
attribute or a name
attribute (but not
both). If the animate
child element is not present, the item’s animation
state is the same as its element state (see Element state).
If the animate
child element is present and has an inputtag
attribute, the item’s animation state will be taken from the value of the
corresponding I/O port. The inputtag
attribute specifies the tag path of an
I/O port relative to the device that caused the layout file to be loaded. The
raw value from the input port is used, active-low switch values are not
normalised.
If the animate
child element is present and has a name
attribute, the
item’s animation state will be taken from the value of the correspondingly named
emulated output. Note that output names are global, which can become an issue
when a machine uses multiple instances of the same type of device.
If the animate
child element has a mask
attribute, the item’s animation
state will be masked with the mask
value and shifted to the right to remove
trailing zeroes (for example a mask of 0x05 will result in no shift, while a
mask of 0xb0 will result in the value being shifted four bits to the right).
Note that the mask
attribute applies to output values (specified with the
name
attribute) as well as input port values (specified with the
inputtag
attribute). If the mask
attribute is present, it must be an
integer value. If the mask
attribute is not present, it is equivalent to
all 32 bits being set.
This example shows elements with independent element state and animation state, using the animation state taken from emulated outputs to control their position:
<repeat count="5">
<param name="x" start="10" increment="9" />
<param name="i" start="0" increment="1" />
<param name="mask" start="0x01" lshift="1" />
<element name="cg_sol~i~" ref="cosmo">
<animate name="cg_count~i~" />
<bounds state="0" x="~x~" y="10" width="6" height="7" />
<bounds state="255" x="~x~" y="48.5" width="6" height="7" />
</element>
<element ref="nothing" inputtag="FAKE1" inputmask="~mask~">
<animate name="cg_count~i~" />
<bounds state="0" x="~x~" y="10" width="6" height="7" />
<bounds state="255" x="~x~" y="48.5" width="6" height="7" />
</element>
</repeat>
This example shows elements with independent element state and animation state, using the animation state taken from an emulated positional input to control their positions:
<repeat count="4">
<param name="y" start="1" increment="3" />
<param name="n" start="0" increment="1" />
<element ref="ledr" name="~n~.7">
<animate inputtag="IN.1" mask="0x0f" />
<bounds state="0" x="0" y="~y~" width="1" height="1" />
<bounds state="11" x="16.5" y="~y~" width="1" height="1" />
</element>
</repeat>
Error handling¶
- For internal (developer-supplied) layout files, errors detected by the
complay.py
script result in a build failure. - MAME will stop loading a layout file if a syntax error is encountered. No views from the layout will be available. Examples of syntax errors include undefined element or group references, invalid bounds, invalid colours, recursively nested groups, and redefined generator parameters.
- When loading a layout file, if a view references a non-existent screen, MAME will print a warning message and continue. Views referencing non-existent screens are considered unviable and not available to the user.
Automatically-generated views¶
After loading internal (developer-supplied) and external (user-supplied) layouts, MAME automatically generates views based on the machine configuration. The following views will be automatically generated:
- If the system has no screens and no viable views were found in the internal and external layouts, MAME will load a view that shows the message “No screens attached to the system”.
- For each emulated screen, MAME will generate a view showing the screen at its physical aspect ratio with rotation applied.
- For each emulated screen where the configured pixel aspect ratio doesn’t match the physical aspect ratio, MAME will generate a view showing the screen at an aspect ratio that produces square pixels, with rotation applied.
- If the system has a single emulated screen, MAME will generate a view showing two copies of the screen image above each other with a small gap between them. The upper copy will be rotated by 180 degrees. This view can be used in a “cocktail table” cabinet for simultaneous two-player games, or alternating play games that don’t automatically rotate the display for the second player. The screen will be displayed at its physical aspect ratio, with rotation applied.
- If the system has exactly two emulated screens, MAME will generate a view showing the second screen above the first screen with a small gap between them. The second screen will be rotated by 180 degrees. This view can be used to play a dual-screen two-player game on a “cocktail table” cabinet with a single screen. The screens will be displayed at their physical aspect ratios, with rotation applied.
- If the system has exactly two emulated screens and no view in the internal or external layouts shows all screens, or if the system has more than two emulated screens, MAME will generate views with the screens arranged horizontally from left to right and vertically from top to bottom, both with and without small gaps between them. The screens will be displayed at physical aspect ratio, with rotation applied.
- If the system has three or more emulated screens, MAME will generate views tiling the screens in grid patterns, in both row-major (left-to-right then top-to-bottom) and column-major (top-to-bottom then left-to-right) order. Views are generated with and without gaps between the screens. The screens will be displayed at physical aspect ratio, with rotation applied.
Using complay.py¶
The MAME source contains a Python script called complay.py
, found in the
scripts/build
subdirectory. This script is used as part of MAME’s build
process to reduce the size of data for internal layouts and convert it to a form
that can be built into the executable. However, it can also detect many common
layout file format errors, and generally provides better error messages than
MAME does when loading a layout file. Note that it doesn’t actually run the
whole layout engine, so it can’t detect errors like undefined element references
when parameters are used, or recursively nested groups. The complay.py
script is compatible with both Python 2.7 and Python 3 interpreters.
The complay.py
script takes three parameters – an input file name, an output
file name, and a base name for variables in the output:
python scripts/build/complay.py <input> [<output> [<varname>]]
The input file name is required. If no output file name is supplied,
complay.py
will parse and check the input, reporting any errors found,
without producing output. If no base variable name is provided, complay.py
will generate one based on the input file name. This is not guaranteed to
produce valid identifiers. The exit status is 0 (zero) on success, 1 on an
error in the command invocation, 2 if error are found in the input file, or 3
in case of an I/O error. If an output file name is specified, the file will be
created/overwritten on success or removed on failure.
To check a layout file for common errors, run the script with the path to the file to check and no output file name or base variable name. For example:
python scripts/build/complay.py artwork/dino/default.lay
Example layout files¶
These layout files demonstrate various artwork system features. They are all internal layouts included in MAME.
- sstrangr.lay
- A simple case of using translucent colour overlays to visually separate and highlight elements on a black and white screen.
- seawolf.lay
- This system uses lamps for key gameplay elements. Blending modes are used for the translucent colour overlay placed over the monitor, and the lamps reflected in front of the monitor. Also uses collections to allow parts of the layout to be disabled selectively.
- armora.lay
- This game’s monitor is viewed directly through a translucent colour overlay rather than being reflected from inside the cabinet. This means the overlay reflects ambient light as well as affecting the colour of the video image. The shapes on the overlay are drawn using embedded SVG images.
- tranz330.lay
- A multi-segment alphanumeric display and keypad. The keys are clickable, and provide visual feedback when pressed.
- esq2by16.lay
- Builds up a multi-line dot matrix character display. Repeats are used to avoid repetition for the rows in a character, characters in a line, and lines in a page. Group colors allow a single element to be used for all four display colours.
- cgang.lay
- Animates the position of element items to simulate an electromechanical shooting gallery game. Also demonstrates effective use of components to build up complex graphics.
- unkeinv.lay
- Shows the position of a slider control with LEDs on it.
- md6802.lay
- Effectively using groups as a procedural programming language to build up an image of a trainer board.
MAME Layout Scripting¶
Introduction¶
MAME layout files can embed Lua script to provide enhanced functionality. Although there’s a lot you can do with conditionally drawn components and parameter animation, some things can only be done with scripting. MAME uses an event-based model. Scripts can supply functions that will be called after certain events, or when certain data is required.
Layout scripting requires the layout plugin to be enabled. For example, to run BWB Double Take with the Lua script in the layout enabled, you might use this command:
mame -plugins -plugin layout v4dbltak
You may want to add the settings to enable the layout plugin to an INI file to save having to enable it every time you start a system. See Plugins for more information about using plugins with MAME.
Practical examples¶
Before diving into the technical details of how it works, we’ll start with some example layout files using Lua script for enhancement. It’s assumed that you’re familiar with MAME’s artwork system and have a basic understanding of Lua scripting. For details on MAME’s layout file, see MAME Layout Files; for an introduction to Lua scripting in MAME, see Scripting MAME via Lua; for detailed descriptions of MAME’s Lua classes, see MAME Lua Class Reference.
Espial: joystick split across ports¶
Take a look at the player input definitions for Espial:
PORT_START("IN1")
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_START1 )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_START2 )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_COCKTAIL
PORT_START("IN2")
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_COIN1 )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_COCKTAIL
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_BUTTON1 )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY
There are two joysticks, one used for both players on an upright cabinet or the first player on a cocktail cabinet, and one used for the second player on a cocktail cabinet. Notice that the switches for the first joystick are split across the two I/O ports.
There’s no layout file syntax to build the element state using bits from multiple I/O ports. It’s also inconvenient if each joystick needs to be defined as a separate element because the bits for the switches aren’t arranged the same way.
We can overcome these limitations using a script to read the player inputs and set the items’ element state:
<?xml version="1.0"?>
<mamelayout version="2">
<!-- element for drawing a joystick -->
<!-- up = 1 (bit 0), down = 2 (bit 1), left = 4 (bit 2), right = 8 (bit 3) -->
<element name="stick" defstate="0">
<image state="0x0" file="stick_c.svg" />
<image state="0x1" file="stick_u.svg" />
<image state="0x9" file="stick_ur.svg" />
<image state="0x8" file="stick_r.svg" />
<image state="0xa" file="stick_dr.svg" />
<image state="0x2" file="stick_d.svg" />
<image state="0x6" file="stick_dl.svg" />
<image state="0x4" file="stick_l.svg" />
<image state="0x5" file="stick_ul.svg" />
</element>
<!-- we'll warn the user if the layout plugin isn't enabled -->
<!-- draw only when state is 1, and set the default state to 1 so warning is visible initially -->
<element name="warning" defstate="1">
<text state="1" string="This view requires the layout plugin." />
</element>
<!-- view showing the screen and joysticks on a cocktail cabinet -->
<view name="Joystick Display">
<!-- draw the screen with correct aspect ratio -->
<screen index="0">
<bounds x="0" y="0" width="4" height="3" />
</screen>
<!-- first joystick, id attribute allows script to find item -->
<!-- no bindings, state will be set by the script -->
<element id="joy_p1" ref="stick">
<!-- position below the screen -->
<bounds xc="2" yc="3.35" width="0.5" height="0.5" />
</element>
<!-- second joystick, id attribute allows script to find item -->
<!-- no bindings, state will be set by the script -->
<element id="joy_p2" ref="stick">
<!-- screen is flipped for second player, so rotate by 180 degrees -->
<orientation rotate="180" />
<!-- position above the screen -->
<bounds xc="2" yc="-0.35" width="0.5" height="0.5" />
</element>
<!-- warning text item also has id attribute so the script can find it -->
<element id="warning" ref="warning">
<!-- position over the screen near the bottom -->
<bounds x="0.2" y="2.6" width="3.6" height="0.2" />
</element>
</view>
<!-- the content of the script element will be called as a function by the layout plugin -->
<!-- use CDATA block to avoid the need to escape angle brackets and ampersands -->
<script><![CDATA[
-- file is the layout file object
-- set a function to call after resolving tags
file:set_resolve_tags_callback(
function ()
-- file.device is the device that caused the layout to be loaded
-- in this case, it's the root machine driver for espial
-- look up the two I/O ports we need to be able to read
local in1 = file.device:ioport("IN1")
local in2 = file.device:ioport("IN2")
-- look up the view items for showing the joystick state
local p1_stick = file.views["Joystick Display"].items["joy_p1"]
local p2_stick = file.views["Joystick Display"].items["joy_p2"]
-- set a function to call before adding the view items to the render target
file.views["Joystick Display"]:set_prepare_items_callback(
function ()
-- read the two player input I/O ports
local in1_val = in1:read()
local in2_val = in2:read()
-- set element state for first joystick
p1_stick:set_state(
((in2_val & 0x10) >> 4) | -- shift up from IN2 bit 4 to bit 0
((in1_val & 0x20) >> 4) | -- shift down from IN1 bit 5 to bit 1
((in2_val & 0x80) >> 5) | -- shift left from IN2 bit 7 to bit 2
(in2_val & 0x08)) -- right is in IN2 bit 3
-- set element state for second joystick
p2_stick:set_state(
((in1_val & 0x10) >> 4) | -- shift up from IN1 bit 4 to bit 0
((in1_val & 0x40) >> 5) | -- shift down from IN1 bit 6 to bit 1
(in1_val & 0x04) | -- left is in IN1 bit 2
(in1_val & 0x08)) -- right is in IN1 bit 3
end)
-- hide the warning, since if we got here the script is running
file.views["Joystick Display"].items["warning"]:set_state(0)
end)
]]></script>
</mamelayout>
The layout has a script
element containing the Lua script. This is called
as a function by the layout plugin when the layout file is loaded. The layout
views have been built at this point, but the emulated system has not finished
starting. In particular, it’s not safe to access inputs and outputs at this
time. The key variable in the script environment is file
, which gives the
script access to its layout file.
We supply a function to be called after tags in the layout file have been resolved. At this point, the emulated system will have completed starting. This function does the following tasks:
- Looks up the two I/O ports used for player input. I/O ports can be looked up by tag relative to the device that caused the layout file to be loaded.
- Looks up the two view items used to display joystick state. Views can be
looked up by name (i.e. value of the
name
attribute), and items within a view can be looked up by ID (i.e. the value of theid
attribute). - Supplies a function to be called before view items are added to the render target.
- Hides the warning that reminds the user to enable the layout plugin by setting the element state for the item to 0 (the text component is only drawn when the element state is 1).
The function called before view items are added to the render target reads the player inputs, and shuffles the bits into the order needed by the joystick element.
Star Wars: animation on two axes¶
We’ll make a layout that shows the position of the flight yoke for Atari Star Wars. The input ports are straightforward – each analog axis produces a value in the range from 0x00 (0) to 0xff (255), inclusive:
PORT_START("STICKY")
PORT_BIT( 0xff, 0x80, IPT_AD_STICK_Y ) PORT_SENSITIVITY(70) PORT_KEYDELTA(30)
PORT_START("STICKX")
PORT_BIT( 0xff, 0x80, IPT_AD_STICK_X ) PORT_SENSITIVITY(50) PORT_KEYDELTA(30)
Here’s our layout file:
<?xml version="1.0"?>
<mamelayout version="2">
<!-- a square with a white outline 1% of its width -->
<element name="outline">
<rect><bounds x="0.00" y="0.00" width="1.00" height="0.01" /></rect>
<rect><bounds x="0.00" y="0.99" width="1.00" height="0.01" /></rect>
<rect><bounds x="0.00" y="0.00" width="0.01" height="1.00" /></rect>
<rect><bounds x="0.99" y="0.00" width="0.01" height="1.00" /></rect>
</element>
<!-- a rectangle with a vertical line 10% of its width down the middle -->
<element name="line">
<!-- use a transparent rectangle to force element dimensions -->
<rect>
<bounds x="0" y="0" width="0.1" height="1" />
<color alpha="0" />
</rect>
<!-- this is the visible white line -->
<rect><bounds x="0.045" y="0" width="0.01" height="1" /></rect>
</element>
<!-- an outlined square inset by 20% with lines 10% of the element width/height -->
<element name="box">
<!-- use a transparent rectangle to force element dimensions -->
<rect>
<bounds x="0" y="0" width="0.1" height="0.1" />
<color alpha="0" />
</rect>
<!-- draw the outline of a square -->
<rect><bounds x="0.02" y="0.02" width="0.06" height="0.01" /></rect>
<rect><bounds x="0.02" y="0.07" width="0.06" height="0.01" /></rect>
<rect><bounds x="0.02" y="0.02" width="0.01" height="0.06" /></rect>
<rect><bounds x="0.07" y="0.02" width="0.01" height="0.06" /></rect>
</element>
<!-- we'll warn the user if the layout plugin isn't enabled -->
<!-- draw only when state is 1, and set the default state to 1 so warning is visible initially -->
<element name="warning" defstate="1">
<text state="1" string="This view requires the layout plugin." />
</element>
<!-- view showing the screen and flight yoke position -->
<view name="Analog Control Display">
<!-- draw the screen with correct aspect ratio -->
<screen index="0">
<bounds x="0" y="0" width="4" height="3" />
</screen>
<!-- draw the white outlined square to the right of the screen near the bottom -->
<!-- the script uses the size of this item to determine movement ranges -->
<element id="outline" ref="outline">
<bounds x="4.1" y="1.9" width="1.0" height="1.0" />
</element>
<!-- vertical line for displaying X axis input -->
<element id="vertical" ref="line">
<!-- element draws a vertical line, no need to rotate it -->
<orientation rotate="0" />
<!-- centre it in the square horizontally, using the full height -->
<bounds x="4.55" y="1.9" width="0.1" height="1" />
</element>
<!-- horizontal line for displaying Y axis input -->
<element id="horizontal" ref="line">
<!-- rotate the element by 90 degrees to get a horizontal line -->
<orientation rotate="90" />
<!-- centre it in the square vertically, using the full width -->
<bounds x="4.1" y="2.35" width="1" height="0.1" />
</element>
<!-- draw a small box at the intersection of the vertical and horizontal lines -->
<element id="box" ref="box">
<bounds x="4.55" y="2.35" width="0.1" height="0.1" />
</element>
<!-- draw the warning text over the screen near the bottom -->
<element id="warning" ref="warning">
<bounds x="0.2" y="2.6" width="3.6" height="0.2" />
</element>
</view>
<!-- the content of the script element will be called as a function by the layout plugin -->
<!-- use CDATA block to avoid the need to escape angle brackets and ampersands -->
<script><![CDATA[
-- file is the layout file object
-- set a function to call after resolving tags
file:set_resolve_tags_callback(
function ()
-- file.device is the device that caused the layout to be loaded
-- in this case, it's the root machine driver for starwars
-- find the analog axis inputs
local x_input = file.device:ioport("STICKX")
local y_input = file.device:ioport("STICKY")
-- find the outline item
local outline_item = file.views["Analog Control Display"].items["outline"]
-- variables for keeping state across callbacks
local outline_bounds -- bounds of the outlined square
local width, height -- width and height for animated items
local x_scale, y_scale -- ratios of axis units to render coordinates
local x_pos, y_pos -- display positions for the animated items
-- set a function to call when view dimensions have been recalculated
-- this can happen when when the window is resized or scaling options are changed
file.views["Analog Control Display"]:set_recomputed_callback(
function ()
-- get the bounds of the outlined square
outline_bounds = outline_item.bounds
-- animated items use 10% of the width/height of the square
width = outline_bounds.width * 0.1
height = outline_bounds.height * 0.1
-- calculate ratios of axis units to render coordinates
-- animated items leave 90% of the width/height for the movement range
-- the end of the range of each axis is at 0xff
x_scale = outline_bounds.width * 0.9 / 0xff
y_scale = outline_bounds.height * 0.9 / 0xff
end)
-- set a function to call before adding the view items to the render target
file.views["Analog Control Display"]:set_prepare_items_callback(
function ()
-- read analog axes, reverse Y axis as zero is at the bottom
local x = x_input:read() & 0xff
local y = 0xff - (y_input:read() & 0xff)
-- convert the input values to layout coordinates
-- use the top left corner of the outlined square as the origin
x_pos = outline_bounds.x0 + (x * x_scale)
y_pos = outline_bounds.y0 + (y * y_scale)
end)
-- set a function to supply the bounds for the vertical line
file.views["Analog Control Display"].items["vertical"]:set_bounds_callback(
function ()
-- create a new render bounds object (starts as a unit square)
local result = emu.render_bounds()
-- set left, top, width and height
result:set_wh(
x_pos, -- calculated X position for animated items
outline_bounds.y0, -- top of outlined square
width, -- 10% of width of outlined square
outline_bounds.height) -- full height of outlined square
return result
end)
-- set a function to supply the bounds for the horizontal line
file.views["Analog Control Display"].items["horizontal"]:set_bounds_callback(
function ()
-- create a new render bounds object (starts as a unit square)
local result = emu.render_bounds()
-- set left, top, width and height
result:set_wh(
outline_bounds.x0, -- left of outlined square
y_pos, -- calculated Y position for animated items
outline_bounds.width, -- full width of outlined square
height) -- 10% of height of outlined square
return result
end)
-- set a function to supply the bounds for the box at the intersection of the lines
file.views["Analog Control Display"].items["box"]:set_bounds_callback(
function ()
-- create a new render bounds object (starts as a unit square)
local result = emu.render_bounds()
-- set left, top, width and height
result:set_wh(
x_pos, -- calculated X position for animated items
y_pos, -- calculated Y position for animated items
width, -- 10% of width of outlined square
height) -- 10% of height of outlined square
return result
end)
-- hide the warning, since if we got here the script is running
file.views["Analog Control Display"].items["warning"]:set_state(0)
end)
]]></script>
</mamelayout>
The layout has a script
element containing the Lua script, to be called as a
function by the layout plugin when the layout file is loaded. This happens
after the layout views have been build, but before the emulated system has
finished starting. The layout file object is supplied to the script in the
file
variable.
We supply a function to be called after tags in the layout file have been resolved. This function does the following:
- Looks up the analog axis inputs.
- Looks up the view item that draws the outline of area where the yoke position is displayed.
- Declares some variables to hold calculated values across function calls.
- Supplies a function to be called when the view’s dimensions have been recomputed.
- Supplies a function to be called before adding view items to the render container.
- Supplies functions that will supply the bounds for the animated items.
- Hides the warning that reminds the user to enable the layout plugin by setting the element state for the item to 0 (the text component is only drawn when the element state is 1).
The view is looked up by name (value of its name
attribute), and items
within the view are looked up by ID (values of their id
attributes).
Layout view dimensions are recomputed in response to several events, including the window being resized, entering/leaving full screen mode, toggling visibility of item collections, and changing the zoom to screen area setting. When this happens, we need to update our size and animation scale factors. We get the bounds of the square where the yoke position is displayed, calculate the size for the animated items, and calculate the ratios of axis units to render target coordinates in each direction. It’s more efficient to do these calculations only when the results may change.
Before view items are added to the render target, we read the analog axis inputs and convert the values to coordinates positions for the animated items. The Y axis input uses larger values to aim higher, so we need to reverse the value by subtracting it from 0xff (255). We add in the coordinates of the top left corner of the square where we’re displaying the yoke position. We do this once each time the layout is drawn for efficiency, since we can use the values for all three animated items.
Finally, we supply bounds for the animated items when required. These functions
need to return render_bounds
objects giving the position and size of the
items in render target coordinates.
(Since the vertical and horizontal line elements each only move on a single axis, it would be possible to animate them using the layout file format’s item animation features. Only the box at the intersection of the line actually requires scripting. It’s done entirely using scripting here for illustrative purposes.)
The layout script environment¶
The Lua environment is provided by the layout plugin. It’s fairly minimal, only providing what’s needed:
file
giving the script’s layout file object. Has adevice
property for obtaining the device that caused the layout file to be loaded, and aviews
property for obtaining the layout’s views (indexed by name).machine
giving MAME’s current running machine.emu.render_bounds
andemu.render_color
functions for creating bounds and colour objects.emu.print_error
,emu.print_info
andemu.print_debug
functions for diagnostic output.- Standard Lua
pairs
,ipairs
,table.insert
andtable.remove
functions for manipulating tables and other containers. - Standard Lua
print
function for text output to the console. - Standard Lua
string.format
function for string formatting.
Layout events¶
MAME layout scripting uses an event-based model. Scripts can supply functions to be called after events occur, or when data is needed. There are three levels of events: layout file events, layout view events, and layout view item events.
Layout file events¶
Layout file events apply to the file as a whole, and not to an individual view.
- Resolve tags
file:set_resolve_tags_callback(cb)
Called after the emulated system has finished starting, input and output tags in the layout have been resolved, and default item callbacks have been set up. This is a good time to look up inputs and set up view item event handlers.
The callback function has no return value and takes no parameters. Call with
nil
as the argument to remove the event handler.
Layout view events¶
Layout view events apply to an individual view.
- Prepare items
view:set_prepare_items_callback(cb)
Called before the view’s items are added to the render target in preparation for drawing a video frame.
The callback function has no return value and takes no parameters. Call with
nil
as the argument to remove the event handler.- Preload
view:set_preload_callback(cb)
Called after pre-loading visible view elements. This can happen when the view is selected for the first time in a session, or when the user toggles visibility of an element collection on. Be aware that this can be called multiple times in a session and avoid repeating expensive tasks.
The callback function has no return value and takes no parameters. Call with
nil
as the argument to remove the event handler.- Dimensions recomputed
view:set_recomputed_callback(cb)
Called after view dimensions are recomputed. This happens in several situations, including the window being resized, entering or leaving full screen mode, toggling visibility of item collections, and changes to the rotation and zoom to screen area settings. If you’re animating the position of view items, this is a good time to calculate positions and scale factors.
The callback function has no return value and takes no parameters. Call with
nil
as the argument to remove the event handler.
Layout view item events¶
Layout view item callbacks apply to individual items within a view. They are used to override items’ default element state, animation state, bounds and colour behaviour.
- Get element state
item:set_element_state_callback(cb)
Set callback for getting the item’s element state. This controls how the item’s element is drawn, for components that change appearance depending on state, conditionally-drawn components, and component bounds/colour animation. Do not attempt to access the item’s
element_state
property from the callback, as it will result in infinite recursion.The callback function must return an integer, and takes no parameters. Call with
nil
as the argument to restore the default element state handler (based on the item’s XML attributes).- Get animation state
item:set_animation_state_callback(cb)
Set callback for getting the item’s animation state. This is used for item bounds/colour animation. Do not attempt to access the item’s
animation_state
property from the callback, as it will result in infinite recursion.The callback function must return an integer, and takes no parameters. Call with
nil
as the argument to restore the default animation state handler (based on the item’s XML attributes andanimate
child element).- Get item bounds
item:set_bounds_callback(cb)
Set callback for getting the item’s bounds (position and size). Do not attempt to access the item’s
bounds
property from the callback, as it will result in infinite recursion.The callback function must return a render bounds object representing the item’s bounds in render target coordinates (usually created by calling
emu.render_bounds
), and takes no parameters. Call withnil
as the argument to restore the default bounds handler (based on the item’s animation state andbounds
child elements).- Get item colour
item:set_color_callback(cb)
Set callback for getting the item’s colour (the element texture’s colours multiplied by this colour). Do not attempt to access the item’s
color
property from the callback, as it will result in infinite recursion.The callback function must return a render colour object representing the ARGB colour (usually created by calling
emu.render_color
), and takes no parameters. Call withnil
as the argument to restore the default colour handler (based on the item’s animation state andcolor
child elements).- Get item horizontal scroll window size
item:set_scroll_size_x_callback(cb)
Set callback for getting the item’s horizontal scroll window size. This allows the script to control how much of the element is displayed by the item. Do not attempt to access the item’s
scroll_size_x
property from the callback, as it will result in infinite recursion.The callback function must return a floating-point number representing the horizontal window size as a proportion of the associated element’s width, and takes no parameters. A value of 1.0 will display the entire width of the element; smaller values will display proportionally smaller parts of the element. Call with
nil
as the argument to to restore the default horizontal scroll window size handler (based on thexscroll
child element).- Get item vertical scroll window size
item:set_scroll_size_y_callback(cb)
Set callback for getting the item’s vertical scroll window size. This allows the script to control how much of the element is displayed by the item. Do not attempt to access the item’s
scroll_size_y
property from the callback, as it will result in infinite recursion.The callback function must return a floating-point number representing the vertical window size as a proportion of the associated element’s height, and takes no parameters. A value of 1.0 will display the entire height of the element; smaller values will display proportionally smaller parts of the element. Call with
nil
as the argument to to restore the default vertical scroll window size handler (based on thexscroll
child element).- Get item horizontal scroll position
item:set_scroll_pos_x_callback(cb)
Set callback for getting the item’s horizontal scroll position. This allows the script to control which part of the element is displayed by the item. Do not attempt to access the item’s
scroll_pos_x
property from the callback, as this will result in infinite recursion.The callback must return a floating-point number, and takes no parameters. A value of 0.0 aligns the left edge of the element with the left edge of the item; larger values pan right. Call with
nil
as the argument to restore the default horizontal scroll position handler (based on bindings in thexscroll
child element).- Get item vertical scroll position
item:set_scroll_pos_y_callback(cb)
Set callback for getting the item’s vertical scroll position. This allows the script to control which part of the element is displayed by the item. Do not attempt to access the item’s
scroll_pos_y
property from the callback, as this will result in infinite recursion.The callback must return a floating-point number, and takes no parameters. A value of 0.0 aligns the top edge of the element with the top edge of the item; larger values pan down. Call with
nil
as the argument to restore the default vertical scroll position handler (based on bindings in theyscroll
child element).
Object Finders¶
Introduction¶
Object finders are an important part of the glue MAME provides to tie the devices that make up an emulated system together. Object finders are used to specify connections between devices, to efficiently access resources, and to check that necessary resources are available on validation.
Object finders search for a target object by tag relative to a base device. Some types of object finder require additional parameters.
Most object finders have required and optional versions. The required versions will raise an error if the target object is not found. This will prevent a device from starting or cause a validation error. The optional versions will log a verbose message if the target object is not found, and provide additional members for testing whether the target object was found or not.
Object finder classes are declared in the header src/emu/devfind.h and have Doxygen format API documentation.
Types of object finder¶
- required_device<DeviceClass>, optional_device<DeviceClass>
- Finds a device. The template argument
DeviceClass
should be a class derived fromdevice_t
ordevice_interface
. - required_memory_region, optional_memory_region
- Finds a memory region, usually from ROM definitions. The target is the
memory_region
object. - required_memory_bank, optional_memory_bank
- Finds a memory bank instantiated in an address map. The target is the
memory_bank
object. - memory_bank_creator
- Finds a memory bank instantiated in an address map, or creates it if it
doesn’t exist. The target is the
memory_bank
object. There is no optional version, because the target object will always be found or created. - required_ioport, optional_ioport
- Finds an I/O port from a device’s input port definitions. The target is the
ioport_port
object. - required_address_space, optional_address_space
- Finds a device’s address space. The target is the
address_space
object. - required_region_ptr<PointerType>, optional_region_ptr<PointerType>
- Finds the base pointer of a memory region, usually from ROM definitions.
The template argument
PointerType
is the target type (usually an unsigned integer type). The target is the first element in the memory region. - required_shared_ptr<PointerType>, optional_shared_ptr<PointerType>
- Finds the base pointer of a memory share instantiated in an address map.
The template argument
PointerType
is the target type (usually an unsigned integer type). The target is the first element in the memory share. - memory_share_creator<PointerType>
- Finds the base pointer of a memory share instantiated in an address map, or
creates it if it doesn’t exist. The template argument
PointerType
is the target type (usually an unsigned integer type). The target is the first element in the memory share. There is no optional version, because the target object will always be found or created.
Finding resources¶
We’ll start with a simple example of a device that uses object finders to access its own child devices, inputs and ROM region. The code samples here are based on the Apple II Parallel Printer Interface card, but a lot of things have been removed for clarity.
Object finders are declared as members of the device class:
class a2bus_parprn_device : public device_t, public device_a2bus_card_interface
{
public:
a2bus_parprn_device(machine_config const &mconfig, char const *tag, device_t *owner, u32 clock);
virtual void write_c0nx(u8 offset, u8 data) override;
virtual u8 read_cnxx(u8 offset) override;
protected:
virtual tiny_rom_entry const *device_rom_region() const override;
virtual void device_add_mconfig(machine_config &config) override;
virtual ioport_constructor device_input_ports() const override;
private:
required_device<centronics_device> m_printer_conn;
required_device<output_latch_device> m_printer_out;
required_ioport m_input_config;
required_region_ptr<u8> m_prom;
};
We want to find a centronics_device
, an output_latch_device
, an I/O
port, and an 8-bit memory region.
In the constructor, we set the initial target for the object finders:
a2bus_parprn_device::a2bus_parprn_device(machine_config const &mconfig, char const *tag, device_t *owner, u32 clock) :
device_t(mconfig, A2BUS_PARPRN, tag, owner, clock),
device_a2bus_card_interface(mconfig, *this),
m_printer_conn(*this, "prn"),
m_printer_out(*this, "prn_out"),
m_input_config(*this, "CFG"),
m_prom(*this, "prom")
{
}
Each object finder takes a base device and tag as constructor arguments. The base device supplied at construction serves two purposes. Most obviously, the tag is specified relative to this device. Possibly more importantly, the object finder registers itself with this device so that it will be called to perform validation and object resolution.
Note that the object finders do not copy the tag strings. The caller must ensure the tag string remains valid until after validation and/or object resolution is complete.
The memory region and I/O port come from the ROM definition and input definition, respectively:
namespace {
ROM_START(parprn)
ROM_REGION(0x100, "prom", 0)
ROM_LOAD( "prom.b4", 0x0000, 0x0100, BAD_DUMP CRC(00b742ca) SHA1(c67888354aa013f9cb882eeeed924e292734e717) )
ROM_END
INPUT_PORTS_START(parprn)
PORT_START("CFG")
PORT_CONFNAME(0x01, 0x00, "Acknowledge latching edge")
PORT_CONFSETTING( 0x00, "Falling (/Y-B)")
PORT_CONFSETTING( 0x01, "Rising (Y-B)")
PORT_CONFNAME(0x06, 0x02, "Printer ready")
PORT_CONFSETTING( 0x00, "Always (S5-C-D)")
PORT_CONFSETTING( 0x02, "Acknowledge latch (Z-C-D)")
PORT_CONFSETTING( 0x04, "ACK (Y-C-D)")
PORT_CONFSETTING( 0x06, "/ACK (/Y-C-D)")
PORT_CONFNAME(0x08, 0x00, "Strobe polarity")
PORT_CONFSETTING( 0x00, "Negative (S5-A-/X, GND-X)")
PORT_CONFSETTING( 0x08, "Positive (S5-X, GND-A-/X)")
PORT_CONFNAME(0x10, 0x10, "Character width")
PORT_CONFSETTING( 0x00, "7-bit")
PORT_CONFSETTING( 0x10, "8-bit")
INPUT_PORTS_END
} // anonymous namespace
tiny_rom_entry const *a2bus_parprn_device::device_rom_region() const
{
return ROM_NAME(parprn);
}
ioport_constructor a2bus_parprn_device::device_input_ports() const
{
return INPUT_PORTS_NAME(parprn);
}
Note that the tags "prom"
and "CFG"
match the tags passed to the object
finders on construction.
Child devices are instantiated in the device’s machine configuration member function:
void a2bus_parprn_device::device_add_mconfig(machine_config &config)
{
CENTRONICS(config, m_printer_conn, centronics_devices, "printer");
m_printer_conn->ack_handler().set(FUNC(a2bus_parprn_device::ack_w));
OUTPUT_LATCH(config, m_printer_out);
m_printer_conn->set_output_latch(*m_printer_out);
}
Object finders are passed to device types to provide tags when instantiating
child devices. After instantiating a child device in this way, the object
finder can be used like a pointer to the device until the end of the machine
configuration member function. Note that to use an object finder like this,
its base device must be the same as the device being configured (the this
pointer of the machine configuration member function).
After the emulated machine has been started, the object finders can be used in much the same way as pointers:
void a2bus_parprn_device::write_c0nx(u8 offset, u8 data)
{
ioport_value const cfg(m_input_config->read());
m_printer_out->write(data & (BIT(cfg, 8) ? 0xffU : 0x7fU));
m_printer_conn->write_strobe(BIT(~cfg, 3));
}
u8 a2bus_parprn_device::read_cnxx(u8 offset)
{
offset ^= 0x40U;
return m_prom[offset];
}
For convenience, object finders that target the base pointer of memory regions and shares can be indexed like arrays.
Connections between devices¶
Devices need to be connected together within a system. For example the Sun SBus device needs access to the host CPU and address space. Here’s how we declare the object finders in the device class (with all distractions removed):
DECLARE_DEVICE_TYPE(SBUS, sbus_device)
class sbus_device : public device_t, public device_memory_interface
{
template <typename T, typename U>
sbus_device(
machine_config const &mconfig, char const *tag, device_t *owner, u32 clock,
T &&cpu_tag,
U &&space_tag, int space_num) :
sbus_device(mconfig, tag, owner, clock)
{
set_cpu(std::forward<T>(cpu_tag));
set_type1space(std::forward<U>(space_tag), space_num);
}
sbus_device(machine_config const &mconfig, char const *tag, device_t *owner, u32 clock) :
device_t(mconfig, SBUS, tag, owner, clock),
device_memory_interface(mconfig, *this),
m_maincpu(*this, finder_base::DUMMY_TAG),
m_type1space(*this, finder_base::DUMMY_TAG, -1)
{
}
template <typename T> void set_cpu(T &&tag) { m_maincpu.set_tag(std::forward<T>(tag)); }
template <typename T> void set_type1space(T &&tag, int num) { m_type1space.set_tag(std::forward<T>(tag), num); }
protected:
required_device<sparc_base_device> m_maincpu;
required_address_space m_type1space;
};
There are several things to take note of here:
- Object finder members are declared for the things the device needs to access.
- The device doesn’t know how it will fit into a larger system, the object finders are constructed with dummy arguments.
- Configuration member functions are provided to set the tag for the host CPU, and the tag and index for the type 1 address space.
- In addition to the standard device constructor, a constructor with additional parameters for setting the CPU and type 1 address space is provided.
The constant finder_base::DUMMY_TAG
is guaranteed to be invalid and will not
resolve to an object. This makes it easy to detect incomplete configuration and
report an error. Address spaces are numbered from zero, so a negative address
space number is invalid.
The member functions for configuring object finders take a universal reference
to a tag-like object (templated type with &&
qualifier), as well as any
other parameters needed by the specific type of object finder. An address space
finder needs an address space number in addition to a tag-like object.
So what’s a tag-like object? Three things are supported:
- A C string pointer (
char const *
) representing a tag relative to the device being configured. Note that the object finder will not copy the string. The caller must ensure it remains valid until resolution and/or validation is complete. - Another object finder. The object finder will take on its current target.
- For device finders, a reference to an instance of the target device type,
setting the target to that device. Note that this will not work if the device
is subsequently replaced in the machine configuration. It’s most often used
with
*this
.
The additional constructor that sets initial configuration delegates to the standard constructor and then calls the configuration member functions. It’s purely for convenience.
When we want to instantiate this device and hook it up, we do this:
SPARCV7(config, m_maincpu, 20'000'000);
ADDRESS_MAP_BANK(config, m_type1space);
SBUS(config, m_sbus, 20'000'000);
m_sbus->set_cpu(m_maincpu);
m_sbus->set_type1space(m_type1space, 0);
We supply the same object finders to instantiate the CPU and address space devices, and to configure the SBus device.
Note that we could also use literal C strings to configure the SBus device, at the cost of needing to update the tags in multiple places if they change:
SBUS(config, m_sbus, 20'000'000);
m_sbus->set_cpu("maincpu");
m_sbus->set_type1space("type1", 0);
If we want to use the convenience constructor, we just supply additional arguments when instantiating the device:
SBUS(config, m_sbus, 20'000'000, m_maincpu, m_type1space, 0);
Object finder arrays¶
Many systems have multiple similar devices, I/O ports or other resources that
can be logically organised as an array. To simplify these use cases, object
finder array types are provided. The object finder array type names have
_array
added to them:
required_device | required_device_array |
optional_device | optional_device_array |
required_memory_region | required_memory_region_array |
optional_memory_region | optional_memory_region_array |
required_memory_bank | required_memory_bank_array |
optional_memory_bank | optional_memory_bank_array |
memory_bank_creator | memory_bank_array_creator |
required_ioport | required_ioport_array |
optional_ioport | optional_ioport_array |
required_address_space | required_address_space_array |
optional_address_space | optional_address_space_array |
required_region_ptr | required_region_ptr_array |
optional_region_ptr | optional_region_ptr_array |
required_shared_ptr | required_shared_ptr_array |
optional_shared_ptr | optional_shared_ptr_array |
memory_share_creator | memory_share_array_creator |
A common case for an object array finder is a key matrix:
class keyboard_base : public device_t, public device_mac_keyboard_interface
{
protected:
keyboard_base(machine_config const &mconfig, device_type type, char const *tag, device_t *owner, u32 clock) :
device_t(mconfig, type, tag, owner, clock),
device_mac_keyboard_interface(mconfig, *this),
m_rows(*this, "ROW%u", 0U)
{
}
u8 bus_r()
{
u8 result(0xffU);
for (unsigned i = 0U; m_rows.size() > i; ++i)
{
if (!BIT(m_row_drive, i))
result &= m_rows[i]->read();
}
return result;
}
required_ioport_array<10> m_rows;
};
Constructing an object finder array is similar to constructing an object finder,
except that rather than just a tag you supply a tag format string and index
offset. In this case, the tags of the I/O ports in the array will be ROW0
,
ROW1
, ROW2
, … ROW9
. Note that the object finder array allocates
dynamic storage for the tags, which remain valid until destruction.
The object finder array is used in much the same way as a std::array
of the
underlying object finder type. It supports indexing, iterators, and range-based
for
loops.
Because an index offset is specified, the tags don’t need to use zero-based indices. It’s common to use one-based indexing like this:
class dooyong_state : public driver_device
{
protected:
dooyong_state(machine_config const &mconfig, device_type type, char const *tag) :
driver_device(mconfig, type, tag),
m_bg(*this, "bg%u", 1U),
m_fg(*this, "fg%u", 1U)
{
}
optional_device_array<dooyong_rom_tilemap_device, 2> m_bg;
optional_device_array<dooyong_rom_tilemap_device, 2> m_fg;
};
This causes m_bg
to find devices with tags bg1
and bg2
, while
m_fg
finds devices with tags fg1
and fg2
. Note that the indexes
into the object finder arrays are still zero-based like any other C array.
It’s also possible to other format conversions, like hexadecimal (%x
and
%X
) or character (%c
):
class eurit_state : public driver_device
{
public:
eurit_state(machine_config const &mconfig, device_type type, char const *tag) :
driver_device(mconfig, type, tag),
m_keys(*this, "KEY%c", 'A')
{
}
private:
required_ioport_array<5> m_keys;
};
In this case, the key matrix ports use tags KEYA
, KEYB
, KEYC
,
KEYD
and KEYE
.
When the tags don’t follow a simple ascending sequence, you can supply a brace-enclosed initialiser list of tags:
class seabattl_state : public driver_device
{
public:
seabattl_state(machine_config const &mconfig, device_type type, char const *tag) :
driver_device(mconfig, type, tag),
m_digits(*this, { "sc_thousand", "sc_hundred", "sc_half", "sc_unity", "tm_half", "tm_unity" })
{
}
private:
required_device_array<dm9368_device, 6> m_digits;
};
If the underlying object finders require additional constructor arguments, supply them after the tag format and index offset (the same values will be used for all elements of the array):
class dreamwld_state : public driver_device
{
public:
dreamwld_state(machine_config const &mconfig, device_type type, char const *tag) :
driver_device(mconfig, type, tag),
m_vram(*this, "vram_%u", 0U, 0x2000U, ENDIANNESS_BIG)
{
}
private:
memory_share_array_creator<u16, 2> m_vram;
};
This finds or creates memory shares with tags vram_0
and vram_1
, each of
of which is 8 KiB organised as 4,096 big-Endian 16-bit words.
Optional object finders¶
Optional object finders don’t raise an error if the target object isn’t found.
This is useful in two situations: driver_device
implementations (state
classes) representing a family of systems where some components aren’t present
in all configurations, and devices that can optionally use a resource. Optional
object finders provide additional member functions for testing whether the
target object was found.
Optional system components¶
Often a class is used to represent a family of related systems. If a component isn’t present in all configurations, it may be convenient to use an optional object finder to access it. We’ll use the Sega X-board device as an example:
class segaxbd_state : public device_t
{
protected:
segaxbd_state(machine_config const &mconfig, device_type type, char const *tag, device_t *owner, u32 clock) :
device_t(mconfig, type, tag, owner, clock),
m_soundcpu(*this, "soundcpu"),
m_soundcpu2(*this, "soundcpu2"),
m_segaic16vid(*this, "segaic16vid"),
m_pc_0(0),
m_lastsurv_mux(0),
m_adc_ports(*this, "ADC%u", 0),
m_mux_ports(*this, "MUX%u", 0)
{
}
optional_device<z80_device> m_soundcpu;
optional_device<z80_device> m_soundcpu2;
required_device<mb3773_device> m_watchdog;
required_device<segaic16_video_device> m_segaic16vid;
bool m_adc_reverse[8];
u8 m_pc_0;
u8 m_lastsurv_mux;
optional_ioport_array<8> m_adc_ports;
optional_ioport_array<4> m_mux_ports;
};
The optional_device
and optional_ioport_array
members are declared and
constructed in the usual way. Before accessing the target object, we call an
object finder’s found()
member function to check whether it’s present in the
system (the explicit cast-to-Boolean operator can be used for the same purpose):
void segaxbd_state::pc_0_w(u8 data)
{
m_pc_0 = data;
m_watchdog->write_line_ck(BIT(data, 6));
m_segaic16vid->set_display_enable(data & 0x20);
if (m_soundcpu.found())
m_soundcpu->set_input_line(INPUT_LINE_RESET, (data & 0x01) ? CLEAR_LINE : ASSERT_LINE);
if (m_soundcpu2.found())
m_soundcpu2->set_input_line(INPUT_LINE_RESET, (data & 0x01) ? CLEAR_LINE : ASSERT_LINE);
}
Optional I/O ports provide a convenience member function called read_safe
that reads the port value if present, or returns the supplied default value
otherwise:
u8 segaxbd_state::analog_r()
{
int const which = (m_pc_0 >> 2) & 7;
u8 value = m_adc_ports[which].read_safe(0x10);
if (m_adc_reverse[which])
value = 255 - value;
return value;
}
u8 segaxbd_state::lastsurv_port_r()
{
return m_mux_ports[m_lastsurv_mux].read_safe(0xff);
}
The ADC ports return 0x10 (16 decimal) if they are not present, while the
multiplexed digital ports return 0xff (255 decimal) if they are not present.
Note that read_safe
is a member of the optional_ioport
itself, and not
a member of the target ioport_port
object (the optional_ioport
is not
dereferenced when using it).
There are some disadvantages to using optional object finders:
- There’s no way to distinguish between the target not being present, and the target not being found due to mismatched tags, making it more error-prone.
- Checking whether the target is present may use CPU branch prediction resources, potentially hurting performance if it happens very frequently.
Consider whether optional object finders are the best solution, or whether creating a derived class for the system with additional components is more appropriate.
Optional resources¶
Some devices can optionally use certain resources. If the host system doesn’t supply them, the device will still function, although some functionality may not be available. For example, the Virtual Boy cartridge slot responds to three address spaces, called EXP, CHIP and ROM. If the host system will never use one or more of them, it doesn’t need to supply a place for the cartridge to install the corresponding handlers. (For example a copier may only use the ROM space.)
Let’s look at how this is implemented. The Virtual Boy cartridge slot device
declares optional_address_space
members for the three address spaces,
offs_t
members for the base addresses in these spaces, and inline member
functions for configuring them:
class vboy_cart_slot_device :
public device_t,
public device_image_interface,
public device_single_card_slot_interface<device_vboy_cart_interface>
{
public:
vboy_cart_slot_device(machine_config const &mconfig, char const *tag, device_t *owner, u32 clock = 0U);
template <typename T> void set_exp(T &&tag, int no, offs_t base)
{
m_exp_space.set_tag(std::forward<T>(tag), no);
m_exp_base = base;
}
template <typename T> void set_chip(T &&tag, int no, offs_t base)
{
m_chip_space.set_tag(std::forward<T>(tag), no);
m_chip_base = base;
}
template <typename T> void set_rom(T &&tag, int no, offs_t base)
{
m_rom_space.set_tag(std::forward<T>(tag), no);
m_rom_base = base;
}
protected:
virtual void device_start() override;
private:
optional_address_space m_exp_space;
optional_address_space m_chip_space;
optional_address_space m_rom_space;
offs_t m_exp_base;
offs_t m_chip_base;
offs_t m_rom_base;
device_vboy_cart_interface *m_cart;
};
DECLARE_DEVICE_TYPE(VBOY_CART_SLOT, vboy_cart_slot_device)
The object finders are constructed with dummy values for the tags and space
numbers (finder_base::DUMMY_TAG
and -1):
vboy_cart_slot_device::vboy_cart_slot_device(machine_config const &mconfig, char const *tag, device_t *owner, u32 clock) :
device_t(mconfig, VBOY_CART_SLOT, tag, owner, clock),
device_image_interface(mconfig, *this),
device_single_card_slot_interface<device_vboy_cart_interface>(mconfig, *this),
m_exp_space(*this, finder_base::DUMMY_TAG, -1, 32),
m_chip_space(*this, finder_base::DUMMY_TAG, -1, 32),
m_rom_space(*this, finder_base::DUMMY_TAG, -1, 32),
m_exp_base(0U),
m_chip_base(0U),
m_rom_base(0U),
m_cart(nullptr)
{
}
To help detect configuration errors, we’ll check for cases where address spaces have been configured but aren’t present:
void vboy_cart_slot_device::device_start()
{
if (!m_exp_space && ((m_exp_space.finder_tag() != finder_base::DUMMY_TAG) || (m_exp_space.spacenum() >= 0)))
throw emu_fatalerror("%s: Address space %d of device %s not found (EXP)\n", tag(), m_exp_space.spacenum(), m_exp_space.finder_tag());
if (!m_chip_space && ((m_chip_space.finder_tag() != finder_base::DUMMY_TAG) || (m_chip_space.spacenum() >= 0)))
throw emu_fatalerror("%s: Address space %d of device %s not found (CHIP)\n", tag(), m_chip_space.spacenum(), m_chip_space.finder_tag());
if (!m_rom_space && ((m_rom_space.finder_tag() != finder_base::DUMMY_TAG) || (m_rom_space.spacenum() >= 0)))
throw emu_fatalerror("%s: Address space %d of device %s not found (ROM)\n", tag(), m_rom_space.spacenum(), m_rom_space.finder_tag());
m_cart = get_card_device();
}
Object finder types in more detail¶
All object finders provide configuration functionality:
char const *finder_tag() const { return m_tag; }
std::pair<device_t &, char const *> finder_target();
void set_tag(device_t &base, char const *tag);
void set_tag(char const *tag);
void set_tag(finder_base const &finder);
The finder_tag
and finder_target
member function provides access to the
currently configured target. Note that the tag returned by finder
tag is
relative to the base device. It is not sufficient on its own to identify the
target.
The set_tag
member functions configure the target of the object finder.
These members must not be called after the object finder is resolved. The first
form configures the base device and relative tag. The second form sets the
relative tag and also implicitly sets the base device to the device that is
currently being configured. This form must only be called from machine
configuration functions. The third form sets the base object and relative tag
to the current target of another object finder.
Note that the set_tag
member functions do not copy the relative tag. It
is the caller’s responsibility to ensure the C string remains valid until the
object finder is resolved (or reconfigured with a different tag). The base
device must also be valid at resolution time. This may not be the case if the
device could be removed or replaced later.
All object finders provide the same interface for accessing the target object:
ObjectClass *target() const;
operator ObjectClass *() const;
ObjectClass *operator->() const;
These members all provide access to the target object. The target
member
function and cast-to-pointer operator will return nullptr
if the target has
not been found. The pointer member access operator asserts that the target has
been found.
Optional object finders additionally provide members for testing whether the target object has been found:
bool found() const;
explicit operator bool() const;
These members return true
if the target was found, on the assumption
that the target pointer will be non-null if the target was found.
Device finders¶
Device finders require one template argument for the expected device class.
This should derive from either device_t
or device_interface
. The target
device object must either be an instance of this class, an instance of a class
that derives from it. A warning message is logged if a matching device is found
but it is not an instance of the expected class.
Device finders provide an additional set_tag
overload:
set_tag(DeviceClass &object);
This is equivalent to calling set_tag(object, DEVICE_SELF)
. Note that the
device object must not be removed or replaced before the object finder is
resolved.
Memory system object finders¶
The memory system object finders, required_memory_region
,
optional_memory_region
, required_memory_bank
, optional_memory_bank
and memory_bank_creator
, do not have any special functionality. They are
often used in place of literal tags when installing memory banks in an address
space.
Example using memory bank finders in an address map:
class qvt70_state : public driver_device
{
public:
qvt70_state(machine_config const &mconfig, device_type type, char const *tag) :
driver_device(mconfig, type, tag),
m_rombank(*this, "rom"),
m_rambank(*this, "ram%d", 0U),
{ }
private:
required_memory_bank m_rombank;
required_memory_bank_array<2> m_rambank;
void mem_map(address_map &map);
void rombank_w(u8 data);
};
void qvt70_state::mem_map(address_map &map)
{
map(0x0000, 0x7fff).bankr(m_rombank);
map(0x8000, 0x8000).w(FUNC(qvt70_state::rombank_w));
map(0xa000, 0xbfff).ram();
map(0xc000, 0xdfff).bankrw(m_rambank[0]);
map(0xe000, 0xffff).bankrw(m_rambank[1]);
}
Example using a memory bank creator to install a memory bank dynamically:
class vegaeo_state : public eolith_state
{
public:
vegaeo_state(machine_config const &mconfig, device_type type, char const *tag) :
eolith_state(mconfig, type, tag),
m_qs1000_bank(*this, "qs1000_bank")
{
}
void init_vegaeo();
private:
memory_bank_creator m_qs1000_bank;
};
void vegaeo_state::init_vegaeo()
{
// Set up the QS1000 program ROM banking, taking care not to overlap the internal RAM
m_qs1000->cpu().space(AS_IO).install_read_bank(0x0100, 0xffff, m_qs1000_bank);
m_qs1000_bank->configure_entries(0, 8, memregion("qs1000:cpu")->base() + 0x100, 0x10000);
init_speedup();
}
I/O port finders¶
Optional I/O port finders provide an additional convenience member function:
ioport_value read_safe(ioport_value defval);
This will read the port’s value if the target I/O port was found, or return
defval
otherwise. It is useful in situations where certain input devices
are not always present.
Address space finders¶
Address space finders accept an additional argument for the address space number to find. A required data width can optionally be supplied to the constructor.
address_space_finder(device_t &base, char const *tag, int spacenum, u8 width = 0);
void set_tag(device_t &base, char const *tag, int spacenum);
void set_tag(char const *tag, int spacenum);
void set_tag(finder_base const &finder, int spacenum);
template <bool R> void set_tag(address_space_finder<R> const &finder);
The base device and tag must identify a device that implements
device_memory_interface
. The address space number is a zero-based index to
one of the device’s address spaces.
If the width is non-zero, it must match the target address space’s data width in bits. If the target address space exists but has a different data width, a warning message will be logged, and it will be treated as not being found. If the width is zero (the default argument value), the target address space’s data width won’t be checked.
Member functions are also provided to get the configured address space number and set the required data width:
int spacenum() const;
void set_data_width(u8 width);
Memory pointer finders¶
The memory pointer finders, required_region_ptr
, optional_region_ptr
,
required_shared_ptr
, optional_shared_ptr
and memory_share_creator
,
all require one template argument for the element type of the memory area. This
should usually be an explicitly-sized unsigned integer type (u8
, u16
,
u32
or u64
). The size of this type is compared to the width of the
memory area. If it doesn’t match, a warning message is logged and the region or
share is treated as not being found.
The memory pointer finders provide an array access operator, and members for accessing the size of the memory area:
PointerType &operator[](int index) const;
size_t length() const;
size_t bytes() const;
The array access operator returns a non-const
reference to an element of
the memory area. The index is in units of the element type; it must be
non-negative and less than the length of the memory area. The length
member
returns the number of elements in the memory area. The bytes
member returns
the size of the memory area in bytes. These members should not be called if the
target region/share has not been found.
The memory_share_creator
requires additional constructor arguments for the
size and Endianness of the memory share:
memory_share_creator(device_t &base, char const *tag, size_t bytes, endianness_t endianness);
The size is specified in bytes. If an existing memory share is found, it is an error if its size does not match the specified size. If the width is wider than eight bits and an existing memory share is found, it is an error if its Endianness does not match the specified Endianness.
The memory_share_creator
provides additional members for accessing
properties of the memory share:
endianness_t endianness() const;
u8 bitwidth() const;
u8 bytewidth() const;
These members return the Endianness, width in bits and width in bytes of the memory share, respectively. They must not be called if the memory share has not been found.
Output finders¶
Output finders are used for exposing outputs that can be used by the artwork system, or by external programs. A common application using an external program is a control panel or cabinet lighting controller.
Output finders are not really object finders, but they’re described here because they’re used in a similar way. There are a number of important differences to be aware of:
- Output finders always create outputs if they do not exist.
- Output finders must be manually resolved, they are not automatically resolved.
- Output finders cannot have their target changed after construction.
- Output finders are array-like, and support an arbitrary number of dimensions.
- Output names are global, the base device has no influence. (This will change in the future.)
Output finders take a variable number of template arguments corresponding to the number of array dimensions you want. Let’s look at an example that uses zero-, one- and two-dimensional output finders:
class mmd2_state : public driver_device
{
public:
mmd2_state(machine_config const &mconfig, device_type type, char const *tag) :
driver_device(mconfig, type, tag),
m_digits(*this, "digit%u", 0U),
m_p(*this, "p%u_%u", 0U, 0U),
m_led_halt(*this, "led_halt"),
m_led_hold(*this, "led_hold")
{ }
protected:
virtual void machine_start() override;
private:
void round_leds_w(offs_t, u8);
void digit_w(u8 data);
void status_callback(u8 data);
u8 m_digit;
output_finder<9> m_digits;
output_finder<3, 8> m_p;
output_finder<> m_led_halt;
output_finder<> m_led_hold;
};
The m_led_halt
and m_led_hold
members are zero-dimensional output
finders. They find a single output each. The m_digits
member is a
one-dimensional output finder. It finds nine outputs organised as a
single-dimensional array. The m_p
member is a two-dimensional output
finder. It finds 24 outputs organised as three rows of eight columns each.
Larger numbers of dimensions are supported.
The output finder constructor takes a base device reference, a format string,
and an index offset for each dimension. In this case, all the offsets are
zero. The one-dimensional output finder m_digits
will find outputs
digit0
, digit1
, digit2
, … digit8
. The two-dimensional output
finder m_p
will find the outputs p0_0
, p0_1
, … p0_7
for the
first row, p1_0
, p1_1
, … p1_7
for the second row, and p2_0
,
p2_1
, … p2_7
for the third row.
You must call resolve
on each output finder before it can be used. This
should be done at start time for the output values to be included in save
states:
void mmd2_state::machine_start()
{
m_digits.resolve();
m_p.resolve();
m_led_halt.resolve();
m_led_hold.resolve();
save_item(NAME(m_digit));
}
Output finders provide operators allowing them to be assigned from or cast to 32-bit signed integers. The assignment operator will send a notification if the new value is different to the output’s current value.
operator s32() const;
s32 operator=(s32 value);
To set output values, assign through the output finders, as you would with an array of the same rank:
void mmd2_state::round_leds_w(offs_t offset, u8 data)
{
for (u8 i = 0; i < 8; i++)
m_p[offset][i] = BIT(~data, i);
}
void mmd2_state::digit_w(u8 data)
{
if (m_digit < 9)
m_digits[m_digit] = data;
}
void mmd2_state::status_callback(u8 data)
{
m_led_halt = (~data & i8080_cpu_device::STATUS_HLTA) ? 1 : 0;
m_led_hold = (data & i8080_cpu_device::STATUS_WO) ? 1 : 0;
}
The device_memory_interface¶
1. Capabilities¶
The device memory interface provides devices with the capability of creating address spaces, to which address maps can be associated. It’s used for any device that provides a (logical) address/data bus that other devices can be connected to. That’s mainly, but not solely, CPUs.
The interface allows for an unlimited set of address spaces, numbered with small, non-negative values. The IDs index vectors, so they should stay small to keep the lookup fast. Spaces numbered 0-3 have associated constant name:
ID | Name |
---|---|
0 | AS_PROGRAM |
1 | AS_DATA |
2 | AS_IO |
3 | AS_OPCODES |
Spaces 0 and 3, i.e. AS_PROGRAM
and AS_OPCODES
, are special for
the debugger and some CPUs. AS_PROGRAM
is use by the debugger and
the CPUs as the space from which the CPU reads its instructions for the
disassembler. When present, AS_OPCODES
is used by the debugger and
some CPUs to read the opcode part of the instruction. What opcode means
is device-dependant, for instance for the Z80 it's the initial byte(s)
which are read with the M1 signal asserted, while for the 68000 is means
every instruction word plus PC-relative accesses. The main, but not
only, use of AS_OPCODES
is to implement hardware decryption of
instructions separately from data.
2. Setup¶
std::vector<std::pair<int, const address_space_config *>> memory_space_config() const;
The device must override that method to provide a vector of pairs
comprising of a space number and an associated address_space_config
describing its configuration. Some examples to look up when needed:
- Standard two-space vector: v60_device
- Conditional
AS_OPCODES
: z80_device - Inherit configuration and add a space: hd647180x_device
- Inherit configuration and modify a space: tmpz84c011_device
bool has_configured_map(int index = 0) const;
The has_configured_map
method allows to test whether an
address_map
has been associated with a given space in the
memory_space_config
method . That allows optional memory spaces to
be implemented, such as AS_OPCODES
in certain CPU cores.
3. Associating maps to spaces¶
Associating maps to spaces is done at the machine configuration level, after the device is instantiated.
void set_addrmap(int spacenum, T &obj, Ret (U::*func)(Params...));
void set_addrmap(int spacenum, Ret (T::*func)(Params...));
void set_addrmap(int spacenum, address_map_constructor map);
These function associate a map with a given space. Address maps
associated with non-existent spaces are ignored (no warning given). The
first form takes a reference to an object and a method to call on that
object. The second form takes a method to call on the current device
being configured. The third form takes an address_map_constructor
to copy. In each case, the function must be callable with reference to
an address_map
object as an argument.
To remove a previously configured address map, call set_addrmap
with
a default-constructed address_map_constructor
(useful for removing a
map for an optional space in a derived machine configuration).
As an example, here’s the address map configuration for the main CPU in the Hana Yayoi and Hana Fubuki machines, with all distractions removed:
class hnayayoi_state : public driver_device
{
public:
void hnayayoi(machine_config &config);
void hnfubuki(machine_config &config);
private:
required_device<cpu_device> m_maincpu;
void hnayayoi_map(address_map &map);
void hnayayoi_io_map(address_map &map);
void hnfubuki_map(address_map &map);
};
void hnayayoi_state::hnayayoi(machine_config &config)
{
Z80(config, m_maincpu, 20000000/4);
m_maincpu->set_addrmap(AS_PROGRAM, &hnayayoi_state::hnayayoi_map);
m_maincpu->set_addrmap(AS_IO, &hnayayoi_state::hnayayoi_io_map);
}
void hnayayoi_state::hnfubuki(machine_config &config)
{
hnayayoi(config);
m_maincpu->set_addrmap(AS_PROGRAM, &hnayayoi_state::hnfubuki_map);
m_maincpu->set_addrmap(AS_IO, address_map_constructor());
}
4. Accessing the spaces¶
address_space &space(int index = 0) const;
Returns the specified address space post-initialization. The specified address space must exist.
bool has_space(int index = 0) const;
Indicates whether a given space actually exists.
5. MMU support for disassembler¶
bool translate(int spacenum, int intention, offs_t &address);
Does a logical to physical address translation through the device's
MMU. spacenum gives the space number, intention for the type of the
future access (TRANSLATE_(READ\|WRITE\|FETCH)(\|_USER\|_DEBUG)
)
and address is an in/out parameter holding the address to translate on
entry and the translated version on return. Should return true
if
the translation went correctly, or false
if the address is unmapped.
Note that for some historical reason, the device itself must override
the virtual method memory_translate
with the same signature.
The device_rom_interface¶
1. Capabilities¶
This interface is designed for devices that expect to have a ROM connected to them on a dedicated bus. It’s mostly designed for sound chips. Other devices types may be interested but other considerations may make it impractical (graphics decode caching, for instance). The interface provides the capability to connect a ROM region, connect an address map, or dynamically set up a block of memory as ROM. In the region/memory block cases, banking is handled automatically.
2. Setup¶
device_rom_interface<AddrWidth, DataWidth=0, AddrShift=0, Endian=ENDIANNESS_LITTLE>
The interface is a template that takes the address width of the dedicated bus as a parameter. In addition the data bus width (if not byte), address shift (if non-zero) and Endianness (if not little Endian or byte-sized bus) can be provided. Data bus width is 0 for byte, 1 for word, etc.
void set_map(map);
Use that method at machine configuration time to provide an address map for the bus to connect to. It has priority over a ROM region if one is also present.
void set_device_rom_tag(tag);
Used to specify a ROM region to use if a device address map is not
given. Defaults to DEVICE_SELF
, i.e. the device’s tag.
ROM_REGION(length, tag, flags)
If a ROM region with the tag specified using set_device_rom_tag
if
present, or identical to the device tag otherwise, is provided in the
ROM definitions for the system, it will be automatically picked up as
the connected ROM. An address map has priority over the region if
present in the machine configuration.
void override_address_width(u8 width);
This method allows the address bus width to be overridden. It must be called from within the device before config_complete time.
void set_rom(const void *base, u32 size);
At any time post-interface_pre_start
, a memory block can be
set up as the connected ROM with that method. It overrides any
previous setup that may have been provided. It can be done multiple
times.
3. ROM access¶
u8 read_byte(offs_t addr);
u16 read_word(offs_t addr);
u32 read_dword(offs_t addr);
u64 read_qword(offs_t addr);
These methods provide read access to the connected ROM. Out-of-bounds
access results in standard unmapped read logerror
messages.
4. ROM banking¶
If the ROM region or the memory block in set_rom
is larger than the
address bus can access, banking is automatically set up.
void set_rom_bank(int bank);
That method selects the current bank number.
5. Caveats¶
Using that interface makes the device derive from
device_memory_interface
. If the device wants to actually use the
memory interface for itself, remember that space zero (0, or
AS_PROGRAM
) is used by the ROM interface, and don’t forget to call
the base memory_space_config
method.
For devices which have outputs that can be used to address ROMs but only
to forward the data to another device for processing, it may be helpful
to disable the interface when it is not required. This can be done by
overriding memory_space_config
to return an empty vector.
The device_disasm_interface and the disassemblers¶
1. Capabilities¶
The disassemblers are classes that provide disassembly and opcode meta-information for the cpu cores and unidasm. The device_disasm_interface connects a cpu core with its disassembler.
2. The disassemblers¶
2.1. Definition¶
A disassembler is a class that derives from util::disasm_interface. It then has two required methods to implement, opcode_alignment and disassemble, and 6 optional, interface_flags, page_address_bits, pc_linear_to_real, pc_real_to_linear, and one with four possible variants, decrypt8/16/32/64.
2.2. opcode_alignment¶
Returns the required alignment of opcodes by the cpu, in PC-units. In other words, the required alignment for the PC register of the cpu. Tends to be 1 (almost everything), 2 (68000...), 4 (mips, ppc...), which an exceptional 8 (tms 32082 parallel processor) and 16 (tms32010, instructions are 16-bits aligned and the PC targets bits). It must be a power-of-two or things will break.
Note that processors like the tms32031 which have 32-bits instructions but where the PC targets 32-bits values have an alignment of 1.
2.3. disassemble¶
This is the method where the real work is done. This method must disassemble the instruction at address pc and write the result to stream. The values to decode are retrieved from the opcode buffer. A data_buffer object offers four accessor methods:
They read the data at a given address and take endianness and nonlinear PCs for larger-than-bus-width accesses. The debugger variant also caches the read data in one block, so for that reason one should not read data too far from the base pc (e.g. stay within 16K or so, careful when trying to follow indirect accesses).
A number of CPUs have an external signal that splits fetches into an opcode part and a parameter part. This is for instance the M1 signal of the z80 or the SYNC signal of the 6502. Some systems present different values to the cpu depending on whether that signal is active, usually for protection purposes. On these cpus the opcode part should be read from the opcode buffer, and the parameter part from the params buffer. They will or will not be the same buffer depending on the system itself.
The method returns the size of the instruction in PC units, with a maximum of 65535. In addition, if possible, the disassembler should give some meta-information about the opcode by OR-ing in into the result:
- STEP_OVER for subroutine calls or auto-decrementing loops. If there is some delay slots, also OR with step_over_extra(n) where n is the number of instruction slots.
- STEP_OUT for the return-from-subroutine instructions
In addition, to indicated that these flags are supported, OR the result with SUPPORTED. An annoying number of disassemblers lies about that support (e.g. they do a or with SUPPORTED without even generating the STEP_OVER or STEP_OUT information). Don't do that, it breaks the step over/step out functionality of the debugger.
2.4. interface_flags¶
That optional method indicates specifics of the disassembler. Default of zero is correct most of the time. Possible flags, which need to be OR-ed together, are:
- NONLINEAR_PC: stepping to the next opcode or the next byte of the opcode is not adding one to pc. Used for old LFSR-based PCs.
- PAGED: PC wraps at a page boundary
- PAGED2LEVEL: not only PC wraps at some kind of page boundary, but there are two levels of paging
- INTERNAL_DECRYPTION: there is some decryption tucked between reading from AS_PROGRAM and the actual disassembler
- SPLIT_DECRYPTION: there is some decryption tucked between reading from AS_PROGRAM and the actual disassembler, and that decryption is different for opcodes and parameters
Note that in practice non-linear pc systems are also paged, that PAGED2LEVEL implies PAGED, and that SPLIT_DECRYPTION implies DECRYPTION.
2.5. pc_linear_to_real and pc_real_to_linear¶
These methods should be present only when NONLINEAR_PC is set in the interface flags. They must convert pc to and from a value to a linear domain where the instruction parameters and next instruction are reached by incrementing the value. pc_real_to_linear converts to that domain, pc_linear_to_real converts back from that domain.
2.6. page_address_bits¶
Present on when PAGED or PAGED2LEVEL is set, gives the number of address bits in the lowest page.
2.7. page2_address_bits¶
Present on when PAGED2LEVEL is set, gives the number of address bits in the upper page.
2.8. decryptnn¶
One of these must be defined when INTERNAL_DECRYPTION or SPLIT_DECRYPTION is set. The chosen one is the one which takes what opcode_alignment represents in bytes.
That method decrypts a given value read from address pc (from AS_PROGRAM) and gives the result which will be passed to the disassembler. In the split decryption case, opcode indicates whether we're in the opcode (true) or parameter (false) part of the instruction.
3. Disassembler interface, device_disasm_interface¶
3.1. Definition¶
A CPU core derives from device_disasm_interface through cpu_device. One method has to be implemented, create_disassembler.
3.2. create_disassembler¶
That method must return a pointer to a newly allocated disassembler object. The caller takes ownership and handles the lifetime.
THis method will be called at most one in the lifetime of the cpu object.
4. Disassembler configuration and communication¶
Some disassemblers need to be configured. Configuration can be unchanging (static) for the duration of the run (cpu model type for instance) or dynamic (state of a flag or a user preference). Static configuration can be done through either (a) parameter(s) to the disassembler constructor, or through deriving a main disassembler class. If the information is short and its semantics obvious (like a model name), feel free to use a parameter. Otherwise derive the class.
Dynamic configuration must be done by first defining a nested public struct called "config" in the disassembler, with virtual destructor and pure virtual methods to pull the required information. A pointer to that struct should be passed to the disassembler constructor. The cpu core should then add a derivation from that config struct and implement the methods. Unidasm will have to derive a small class from the config class to give the information.
5. Missing stuff¶
There currently is no way for the debugger GUI to add per-core configuration. It is needed for in particular the s2650 and the saturn cores. It should go through the cpu core class itself, since it's pulled from the config struct.
There is support missing in unidasm for per-cpu configuration. That's needed for a lot of things, see the unidasm source code for the current list ("Configuration missing" comments).
Emulated system memory and address spaces management¶
1. Overview¶
The memory subsystem (emumem and addrmap) combines multiple functions useful for system emulation:
- address bus decoding and dispatching with caching
- static descriptions of an address map
- RAM allocation and registration for state saving
- interaction with memory regions to access ROM
Devices create address spaces, e.g. decodable buses, through the
device_memory_interface
. The machine configuration sets up address
maps to put in the address spaces, then the device can do read and
writes through the bus.
2. Basic concepts¶
2.1 Address spaces¶
An address space, implemented in the class address_space, represents an addressable bus with potentially multiple sub-devices connected requiring a decode. It has a number of data lines (8, 16, 32 or 64) called data width, a number of address lines (1 to 32) called address width and an Endianness. In addition an address shift allows for buses that have an atomic granularity different than a byte.
Address space objects provide a series of methods for read and write access, and a second series of methods for dynamically changing the decode.
2.2 Address maps¶
An address map is a static description of the decode expected when using a bus. It connects to memory, other devices and methods, and is installed, usually at startup, in an address space. That description is stored in an address_map structure which is filled programmatically.
2.4 Views¶
Views are a way to multiplex different submaps over a memory range
with fast switching. It is to be used when multiple devices map at
the same addresses and are switched in externally. They must be
created as an object of the device and then setup either statically in
a memory map or dynamically through install_*
calls.
Switchable submaps, aka variants, are named through an integer. An internal indirection through a map ensures that any integer value can be used.
3. Memory objects¶
3.2 Banks - memory_bank¶
class memory_bank {
const std::string &tag() const;
int entry() const;
void set_entry(int entrynum);
void configure_entry(int entrynum, void *base);
void configure_entries(int startentry, int numentry, void *base, offs_t stride);
void set_base(void *base);
void *base() const;
};
A memory bank is a named memory zone indirection that can be mapped in
address spaces. It points to nullptr
when created.
configure_entry
associates an entry number and a base pointer.
configure_entries
does the same for multiple consecutive entries
spanning a memory zone.
set_base
sets the base address for the active entry. If there are
no entries, entry 0 (zero) is automatically created and selected. Use
of set_base
should be avoided in favour of pre-configured entries
unless there are an impractically large number of possible base
addresses.
set_entry
dynamically and efficiently selects the active entry,
entry()
returns the active entry number, and base()
gets the
associated base pointer.
required_memory_bank m_bank;
optional_memory_bank m_bank;
required_memory_bank_array<count> m_bank_array;
optional_memory_bank_array<count> m_bank_array;
[device constructor] m_bank(*this, "name"),
[device constructor] m_bank_array(*this, "name%u", 0U),
At the device level, a pointer to the memory bank object can easily be retrieved by building one of these four finders.
memory_bank_creator m_bank;
[device constructor] m_bank(*this, "name"),
A memory bank can be created if it doesn’t exist in a memory map through that creator class. If it already exists it is just retrieved.
memory_bank *membank(string tag) const;
The membank
device method retrieves a memory bank by name. Beware
that the lookup can be expensive, prefer finders instead.
3.3 Regions - memory_region¶
class memory_region {
u8 *base();
u8 *end();
u32 bytes() const;
const std::string &name() const;
endianness_t endianness() const;
u8 bitwidth() const;
u8 bytewidth() const;
u8 &as_u8(offs_t offset = 0);
u16 &as_u16(offs_t offset = 0);
u32 &as_u32(offs_t offset = 0);
u64 &as_u64(offs_t offset = 0);
}
A region is used to store read-only data like ROMs or the result of
fixed decryptions. Their contents are not saved, which is why they
should not being written to from the emulated system. They don’t
really have an intrinsic width (base()
returns an u8 *
always),
which is historical and pretty much unfixable at this point. The
as_*
methods allow for accessing them at a given width.
required_memory_region m_region;
optional_memory_region m_region;
required_memory_region_array<count> m_region_array;
optional_memory_region_array<count> m_region_array;
[device constructor] m_region(*this, "name"),
[device constructor] m_region_array(*this, "name%u", 0U),
At the device level, a pointer to the memory region object can easily be retrieved by building one of these four finders.
memory_region *memregion(string tag) const;
The memregion
device method retrieves a memory region by name.
Beware that the lookup can be expensive, prefer finders instead.
3.4 Views - memory_view¶
class memory_view {
memory_view(device_t &device, std::string name);
memory_view_entry &operator[](int slot);
void select(int entry);
void disable();
const std::string &name() const;
}
A view allows to switch part of a memory map between multiple possibilities, or even disable it entirely to see what was there before. It is created as an object of the device.
memory_view m_view;
[device constructor] m_view(*this, "name"),
It is then setup through the address map API or dynamically. At
runtime, a numbered variant can be selected using the select
method,
or the view can be disabled using the disable
method. A disabled
view can be re-enabled at any time.
4. Address maps API¶
4.1 General API structure¶
An address map is a method of a device which fills an address_map structure, usually called map, passed by reference. The method then can set some global configuration through specific methods and then provide address range-oriented entries which indicate what should happen when a specific range is accessed.
The general syntax for entries uses method chaining:
map(start, end).handler(...).handler_qualifier(...).range_qualifier();
The values start and end define the range, the handler() block determines how the access is handled, the handler_qualifier() block specifies some aspects of the handler (memory sharing for instance) and the range_qualifier() block refines the range (mirroring, masking, lane selection, etc.).
The map follows a “last one wins” principle, where the handler specified last is selected when multiple handlers match a given address.
4.2 Global configurations¶
4.2.1 Global masking¶
map.global_mask(offs_t mask);
Specifies a mask to be applied to all addresses when accessing the space that map is installed in.
4.2.2 Returned value on unmapped/nop-ed read¶
map.unmap_value_low();
map.unmap_value_high();
map.unmap_value(u8 value);
Sets the value to return on reads to an unmapped or nopped-out address. Low means 0, high ~0.
4.3 Handler setting¶
4.3.1 Method on the current device¶
(...).r(FUNC(my_device::read_method))
(...).w(FUNC(my_device::write_method))
(...).rw(FUNC(my_device::read_method), FUNC(my_device::write_method))
uNN my_device::read_method(address_space &space, offs_t offset, uNN mem_mask)
uNN my_device::read_method(address_space &space, offs_t offset)
uNN my_device::read_method(address_space &space)
uNN my_device::read_method(offs_t offset, uNN mem_mask)
uNN my_device::read_method(offs_t offset)
uNN my_device::read_method()
void my_device::write_method(address_space &space, offs_t offset, uNN data, uNN mem_mask)
void my_device::write_method(address_space &space, offs_t offset, uNN data)
void my_device::write_method(address_space &space, uNN data)
void my_device::write_method(offs_t offset, uNN data, uNN mem_mask)
void my_device::write_method(offs_t offset, uNN data)
void my_device::write_method(uNN data)
Sets a method of the current device or driver to read, write or both
for the current entry. The prototype of the method can take multiple
forms making some elements optional. uNN
represents u8
,
u16
, u32
or u64
depending on the data width of the handler.
The handler can be narrower than the bus itself (for instance a 8-bit
device on a 32-bit bus).
The offset passed in is built from the access address. It starts at
zero at the start of the range, and increments for each uNN
unit.
An u8
handler will get an offset in bytes, an u32
one in double
words. The mem_mask
has its bits set where the accessors actually
drive the bit. It’s usually built in byte units, but in some cases of
I/O chips ports with per-bit direction registers the resolution can be
at the bit level.
4.3.2 Method on a different device¶
(...).r(m_other_device, FUNC(other_device::read_method))
(...).r("other-device-tag", FUNC(other_device::read_method))
(...).w(m_other_device, FUNC(other_device::write_method))
(...).w("other-device-tag", FUNC(other_device::write_method))
(...).rw(m_other_device, FUNC(other_device::read_method), FUNC(other_device::write_method))
(...).rw("other-device-tag", FUNC(other_device::read_method), FUNC(other_device::write_method))
Sets a method of another device, designated by an object finder
(usually required_device
or optional_device
) or its tag, to
read, write or both for the current entry.
4.3.3 Lambda function¶
(...).lr{8,16,32,64}(NAME([...](address_space &space, offs_t offset, uNN mem_mask) -> uNN { ... }))
(...).lr{8,16,32,64}([...](address_space &space, offs_t offset, uNN mem_mask) -> uNN { ... }, "name")
(...).lw{8,16,32,64}(NAME([...](address_space &space, offs_t offset, uNN data, uNN mem_mask) -> void { ... }))
(...).lw{8,16,32,64}([...](address_space &space, offs_t offset, uNN data, uNN mem_mask) -> void { ... }, "name")
(...).lrw{8,16,32,64}(NAME(read), NAME(write))
(...).lrw{8,16,32,64}(read, "name_r", write, "name_w")
Sets a lambda called on read, write or both. The lambda prototype can
be any of the six available for methods. One can either use NAME()
over the whole lambda, or provide a name after the lambda definition.
The number is the data width of the access, e.g. the NN.
4.3.4 Direct memory access¶
(...).rom()
(...).writeonly()
(...).ram()
Selects the range to access a memory zone as read-only, write-only or read/write respectively. Specific handler qualifiers specify the location of this memory zone. There are two cases when no qualifier is acceptable:
ram()
gives an anonymous RAM zone not accessible outside of the address space.rom()
when the memory map is used in anAS_PROGRAM
space of a (CPU) device which names is also the name of a region. Then the memory zone points to that region at the offset corresponding to the start of the zone.
(...).rom().region("name", offset)
The region
qualifier causes a read-only zone point to the contents
of a given region at a given offset.
(...).rom().share("name")
(...).writeonly.share("name")
(...).ram().share("name")
The share
qualifier causes the zone point to a shared memory region
identified by its name. If the share is present in multiple spaces, the
size, bus width, and, if the bus is more than byte-wide, the Endianness
must match.
4.3.5 Bank access¶
(...).bankr("name")
(...).bankw("name")
(...).bankrw("name")
Sets the range to point at the contents of a memory bank in read, write or read/write mode.
4.3.6 Port access¶
(...).portr("name")
(...).portw("name")
(...).portrw("name")
Sets the range to point at an I/O port.
4.3.7 Dropped access¶
(...).nopr()
(...).nopw()
(...).noprw()
Sets the range to drop the access without logging. When reading, the unmap value is returned.
4.3.8 Unmapped access¶
(...).unmapr()
(...).unmapw()
(...).unmaprw()
Sets the range to drop the access with logging. When reading, the unmap value is returned.
4.3.9 Subdevice mapping¶
(...).m(m_other_device, FUNC(other_device::map_method))
(...).m("other-device-tag", FUNC(other_device::map_method))
Includes a device-defined submap. The start of the range indicates where the address zero of the submap ends up, and the end of the range clips the submap if needed. Note that range qualifiers (defined later) apply.
Currently, only handlers are allowed in submaps and not memory zones or banks.
4.4 Range qualifiers¶
4.4.1 Mirroring¶
(...).mirror(mask)
Duplicate the range on the addresses reachable by setting any of the 1 bits present in mask. For instance, a range 0-0x1f with mirror 0x300 will be present on 0-0x1f, 0x100-0x11f, 0x200-0x21f and 0x300-0x31f. The addresses passed in to the handler stay in the 0-0x1f range, the mirror bits are not seen by the handler.
4.4.2 Masking¶
(...).mask(mask)
Only valid with handlers, the address will be masked with the mask before being passed to the handler.
4.4.3 Selection¶
(...).select(mask)
Only valid with handlers, the range will be mirrored as with mirror, but the mirror address bits are preserved in the offset passed to the handler when it is called. This is useful for devices like sound chips where the low bits of the address select a function and the high bits a voice number.
4.4.4 Sub-unit selection¶
(...).umask16(16-bits mask)
(...).umask32(32-bits mask)
(...).umask64(64-bits mask)
Only valid with handlers and submaps, selects which data lines of the bus are actually connected to the handler or the device. The mask value should be a multiple of a byte, e.g. the mask is a series of 00 and ff. The offset will be adjusted accordingly, so that a difference of 1 means the next handled unit in the access.
If the mask is narrower than the bus width, the mask is replicated in the upper lines.
4.4.5 Chip select handling on sub-unit¶
(...).cselect(16/32/64)
When a device is connected to part of the bus, like a byte on a
16-bits bus, the target handler is only activated when that part is
actually accessed. In some cases, very often byte access on a 68000
16-bits bus, the actual hardware only checks the word address and not
if the correct byte is accessed. cswidth
tells the memory system to
trigger the handler if a wider part of the bus is accessed. The
parameter is that trigger width (would be 16 in the 68000 case).
4.4.6 User flags¶
(...).flags(16-bits mask)
This parameter allows to set user-defined flags on the handler which can then be retrieved by an accessing device to change their behaviour. An example of use the the i960 which marks burstable zones that way (they have a specific hardware-level support).
4.5 View setup¶
map(start, end).view(m_view);
m_view[0](start1, end1).[...];
A view is setup in a address map with the view method. The only qualifier accepted is mirror. The “disabled” version of the view will include what was in the range prior to the view setup.
The different variants are setup by indexing the view with the variant number and setting up an entry in the usual way. The entries within a variant must of course stay within the range. There are no other additional constraints. The contents of a variant, by default, are what was there before, i.e. the contents of the disabled view, and setting it up allows part or all of it to be overridden.
Variants can only be setup once the view itself has been setup with
the view
method.
A view can only be put in one address map and in only one position.
If multiple views have identical or similar contents, remember that
setting up a map is nothing more than a method call, and creating a
second method to setup a view is perfectly reasonable. A view is of
type memory_view
and an indexed entry (e.g. a variant to setup) is
of type memory_view::memory_view_entry &
.
A view can be installed in another view, but don’t forget that a view can be installed only once. A view can also be part of “what was there before”.
5. Address space dynamic mapping API¶
5.1 General API structure¶
A series of methods allow the bus decoding of an address space to be changed on-the-fly. They’re powerful but have some issues:
- changing the mappings repeatedly can be slow
- the address space state is not saved in the saved states, so it has to be rebuilt after state load
- they can be hidden anywhere rather that be grouped in an address map, which can be less readable
The methods, rather than decomposing the information in handler, handler qualifier and range qualifier, put them all together as method parameters. To make things a little more readable, lots of them are optional.
5.2 Handler mapping¶
uNN my_device::read_method(address_space &space, offs_t offset, uNN mem_mask)
uNN my_device::read_method_m(address_space &space, offs_t offset)
uNN my_device::read_method_mo(address_space &space)
uNN my_device::read_method_s(offs_t offset, uNN mem_mask)
uNN my_device::read_method_sm(offs_t offset)
uNN my_device::read_method_smo()
void my_device::write_method(address_space &space, offs_t offset, uNN data, uNN mem_mask)
void my_device::write_method_m(address_space &space, offs_t offset, uNN data)
void my_device::write_method_mo(address_space &space, uNN data)
void my_device::write_method_s(offs_t offset, uNN data, uNN mem_mask)
void my_device::write_method_sm(offs_t offset, uNN data)
void my_device::write_method_smo(uNN data)
readNN_delegate (device, FUNC(read_method))
readNNm_delegate (device, FUNC(read_method_m))
readNNmo_delegate (device, FUNC(read_method_mo))
readNNs_delegate (device, FUNC(read_method_s))
readNNsm_delegate (device, FUNC(read_method_sm))
readNNsmo_delegate(device, FUNC(read_method_smo))
writeNN_delegate (device, FUNC(write_method))
writeNNm_delegate (device, FUNC(write_method_m))
writeNNmo_delegate (device, FUNC(write_method_mo))
writeNNs_delegate (device, FUNC(write_method_s))
writeNNsm_delegate (device, FUNC(write_method_sm))
writeNNsmo_delegate(device, FUNC(write_method_smo))
To be added to a map, a method call and the device it is called onto have to be wrapped in the appropriate delegate type. There are twelve types, for read and for write and for all six possible prototypes. Note that as all delegates, they can also wrap lambdas.
space.install_read_handler(addrstart, addrend, read_delegate, unitmask, cswidth, flags)
space.install_read_handler(addrstart, addrend, addrmask, addrmirror, addrselect, read_delegate, unitmask, cswidth, flags)
space.install_write_handler(addrstart, addrend, write_delegate, unitmask, cswidth, flags)
space.install_write_handler(addrstart, addrend, addrmask, addrmirror, addrselect, write_delegate, unitmask, cswidth, flags)
space.install_readwrite_handler(addrstart, addrend, read_delegate, write_delegate, unitmask, cswidth, flags)
space.install_readwrite_handler(addrstart, addrend, addrmask, addrmirror, addrselect, read_delegate, write_delegate, unitmask, cswidth, flags)
These six methods allow to install delegate-wrapped handlers in a live
address space. Either plain or with mask, mirror and select. In the
read/write case both delegates must be of the same flavor (smo
stuff) to avoid a combinatorial explosion of method types. The
unitmask
, cswidth
and flags
arguments are optional.
5.3 Direct memory range mapping¶
space.install_rom(addrstart, addrend, void *pointer)
space.install_rom(addrstart, addrend, addrmirror, void *pointer)
space.install_rom(addrstart, addrend, addrmirror, flags, void *pointer)
space.install_writeonly(addrstart, addrend, void *pointer)
space.install_writeonly(addrstart, addrend, addrmirror, void *pointer)
space.install_writeonly(addrstart, addrend, addrmirror, flags, void *pointer)
space.install_ram(addrstart, addrend, void *pointer)
space.install_ram(addrstart, addrend, addrmirror, void *pointer)
space.install_ram(addrstart, addrend, addrmirror, flags, void *pointer)
Installs a memory block in an address space, with or without mirror
and flags. _rom
is read-only, _ram
is read/write,
_writeonly
is write-only. The pointer must be non-null, this
method will not allocate the memory.
5.4 Bank mapping¶
space.install_read_bank(addrstart, addrend, memory_bank *bank)
space.install_read_bank(addrstart, addrend, addrmirror, memory_bank *bank)
space.install_read_bank(addrstart, addrend, addrmirror, flags, memory_bank *bank)
space.install_write_bank(addrstart, addrend, memory_bank *bank)
space.install_write_bank(addrstart, addrend, addrmirror, memory_bank *bank)
space.install_write_bank(addrstart, addrend, addrmirror, flags, memory_bank *bank)
space.install_readwrite_bank(addrstart, addrend, memory_bank *bank)
space.install_readwrite_bank(addrstart, addrend, addrmirror, memory_bank *bank)
space.install_readwrite_bank(addrstart, addrend, addrmirror, flags, memory_bank *bank)
Install an existing memory bank for reading, writing or both in an address space.
5.5 Port mapping¶
space.install_read_port(addrstart, addrend, const char *rtag)
space.install_read_port(addrstart, addrend, addrmirror, const char *rtag)
space.install_read_port(addrstart, addrend, addrmirror, flags, const char *rtag)
space.install_write_port(addrstart, addrend, const char *wtag)
space.install_write_port(addrstart, addrend, addrmirror, const char *wtag)
space.install_write_port(addrstart, addrend, addrmirror, flags, const char *wtag)
space.install_readwrite_port(addrstart, addrend, const char *rtag, const char *wtag)
space.install_readwrite_port(addrstart, addrend, addrmirror, const char *rtag, const char *wtag)
space.install_readwrite_port(addrstart, addrend, addrmirror, flags, const char *rtag, const char *wtag)
Install ports by name for reading, writing or both.
5.6 Dropped accesses¶
space.nop_read(addrstart, addrend, addrmirror, flags)
space.nop_write(addrstart, addrend, addrmirror, flags)
space.nop_readwrite(addrstart, addrend, addrmirror, flags)
Drops the accesses for a given range with an optional mirror and flags;
5.7 Unmapped accesses¶
space.unmap_read(addrstart, addrend, addrmirror, flags)
space.unmap_write(addrstart, addrend, addrmirror, flags)
space.unmap_readwrite(addrstart, addrend, addrmirror, flags)
Unmaps the accesses (e.g. logs the access as unmapped) for a given range with an optional mirror and flags.
5.8 Device map installation¶
space.install_device(addrstart, addrend, device, map, unitmask, cswidth, flags)
Install a device address with an address map in a space. The
unitmask
, cswidth
and flags
arguments are optional.
5.9 View installation¶
space.install_view(addrstart, addrend, view)
space.install_view(addrstart, addrend, addrmirror, view)
view[0].install...
Installs a view in a space. This can be only done once and in only one space, and the view must not have been setup through the address map API before. Once the view is installed, variants can be selected by indexing to call a dynamic mapping method on it.
A view can be installed into a variant of another view without issues, with only the usual constraint of single installation.
The new floppy subsystem¶
1. Introduction¶
The new floppy subsystem aims at emulating the behaviour of floppies and floppy controllers at a level low enough that protections work as a matter of course. It reaches its goal by following the real hardware configuration:
- a floppy image class keeps in memory the magnetic state of the floppy surface and its physical characteristics
- an image handler class talks with the floppy image class to simulate the floppy drive, providing all the signals you have on a floppy drive connector
- floppy controller devices talk with the image handler and provide the register interfaces to the host we all know and love
- format handling classes are given the task of statelessly converting to and from an on-disk image format to the in-memory magnetic state format the floppy image class manages
2. Floppy storage 101¶
2.1. Floppy disk¶
A floppy disk is a disc that stores magnetic orientations on their surface disposed in a series on concentric circles called tracks or cylinders [1]. Its main characteristics are its size (goes from a diameter of around 2.8" to 8") , its number of writable sides (1 or 2) and its magnetic resistivity. The magnetic resistivity indicates how close magnetic orientation changes can happen and the information kept. That's one third of what defines the term "density" that is so often used for floppies (the other two are floppy drive head size and bit-level encoding).
The magnetic orientations are always binary, e.g. they're one way or the opposite, there's no intermediate state. Their direction can either be tengentially to the track, e.g in the direction or opposite to the rotation, or in the case of perpendicular recording the direction is perpendicular to the disc surface (hence the name). Perpendicular recording allows for closer orientation changes by writing the magnetic information more deeply, but arrived late in the technology lifetime. 2.88Mb disks and the floppy children (Zip drives, etc) used perpendicular recording. For simulation purposes the direction is not important, only the fact that only two orientations are possible is. Two more states are possible though: a portion of a track can be demagnetized (no orientation) or damaged (no orientation and can't be written to).
A specific position in the disk rotation triggers an index pulse. That position can be detected through a hole in the surface (very visible in 5.25" and 3" floppies for instance) or through a specific position of the rotating center (3.5" floppies, perhaps others). This index pulse is used to designate the beginning of the track, but is not used by every system. Older 8" floppies have multiple index holes used to mark the beginning of sectors (called hard sectoring) but one of them is positioned differently to be recognized as the track start, and the others are at fixed positions relative to the origin one.
2.2. Floppy drive¶
A floppy drive is what reads and writes a floppy disk. It includes an assembly capable of rotating the disk at a fixed speed and one or two magnetic heads tied to a positioning motor to access the tracks.
The head width and positioning motor step size decides how many tracks are written on the floppy. Total number of tracks goes from 32 to 84 depending on the floppy and drive, with the track 0 being the most exterior (longer) one of the concentric circles, and the highest numbered the smallest interior circle. As a result the tracks with the lowest numbers have the lowest physical magnetic orientation density, hence the best reliability. Which is why important and/or often changed structures like the boot block or the fat allocation table are at track 0. That is also where the terminology "stepping in" to increase the track number and "stepping out" to decrease it comes from. The number of tracks available is the second part of what is usually behind the term "density".
A sensor detects when the head is on track 0 and the controller is not supposed to try to go past it. In addition physical blocks prevent the head from going out of the correct track range. Some systems (Apple II, some C64) do not take the track 0 sensor into account and just wham the head against the track 0 physical block, giving a well-known crash noise and eventually damaging the head alignment.
Also, some systems (Apple II and C64 again) have direct access to the phases of the head positioning motor, allowing to trick the head into going between tracks, in middle or even quarter positions. That was not usable to write more tracks, since the head width did not change, but since reliable reading was only possible with the correct position it was used for some copy protection systems.
The disk rotates at a fixed speed for a given track. The most usual speed is 300 rpm for every track, with 360 rpm found for HD 5.25" floppies and most 8" ones, and a number of different values like 90 rpm for the earlier floppies or 150 rpm for an HD floppy in an Amiga. Having a fixed rotational speed for the whole disk is called Constant Angular Velocity (CAV, almost everybody) or Zoned Constant Angular Velocity (ZCAV, C64) depending on whether the read/write bitrate is constant or track-dependant. Some systems (Apple II, Mac) vary the rotational speed depending on the track (something like 394 rpm up to 590 rpm) to end up with a Constant Linear Velocity (CLV). The idea behind ZCAV/CLV is to get more bits out of the media by keeping the minimal spacing between magnetic orientation transitions close to the best the support can do. It seems that the complexity was not deemed worth it since almost no system does it.
Finally, after the disc rotates and the head is over the proper track reading happens. The reading is done through an inductive head, which gives it the interesting characteristic of not reading the magnetic orientation directly but instead of being sensitive to orientation inversions, called flux transitions. This detection is weak and somewhat uncalibrated, so an amplifier with Automatic Gain Calibration (AGC) and a peak detector are put behind the head to deliver clean pulses. The AGC slowly increases the amplification level until a signal goes over the threshold, then modulates its gain so that said signal is at a fixed position over the threshold. Afterwards the increase happens again. This makes the amplifier calibrate itself to the signals read from the floppy as long as flux transitions happen often enough. Too long and the amplification level will reach a point where the random noise the head picks from the environment is amplified over the threshold, creating a pulse where none should be. Too long in our case happens to be around 16-20us with no transitions. That means a long enough zone with a fixed magnetic orientation or no orientation at all (demagnetized or damaged) is going to be read as a series of random pulses after a brief delay. This is used by protections and is known as "weak bits", which read differently each time they're accessed.
A second level of filtering happens after the peak detector. When two transitions are a little close (but still over the media threshold) a bouncing effect happens between them giving two very close pulses in the middle in addition to the two normal pulses. The floppy drive detects when pulses are too close and filter them out, leaving the normal ones. As a result, if one writes a train of high-frequency pulses to the floppy they will be read back as a train of too close pulses (weak because they're over the media tolerance, but picked up by the AGC anyway, only somewhat unreliably) they will be all filtered out, giving a large amount of time without any pulse in the output signal. This is used by some protections since it's not writable with a normally clocked controller.
Writing is symmetrical, with a series of pulses sent which make the write head invert the magnetic field orientation each time a pulse is received.
So, in conclusion, the floppy drive provides inputs to control disk rotation and head position (and choice when double-sided), and the data goes both way as a train of pulses representing magnetic orientation inversions. The absolute value of the orientation itself is never known.
2.3. Floppy controller¶
The task of the floppy controller is to turn the signals to/from the floppy drive into something the main CPU can digest. The level of support actually done by the controller is extremely variable from one device to the other, from pretty much nothing (Apple II, C64) through minimal (Amiga) to complete (Western Digital chips, uPD765 family). Usual functions include drive selection, motor control, track seeking and of course reading and writing data. Of these only the last two need to be described, the rest is obvious.
The data is structured at two levels: how individual bits (or nibbles, or bytes) are encoded on the surface, and how these are grouped in individually-addressable sectors. Two standards exist for these, called FM and MFM, and in addition a number of systems use their home-grown variants. Moreover, some systems such as the Amiga use a standard bit-level encoding (MFM) but a homegrown sector-level organisation.
2.3.1. Bit-level encodings¶
All floppy controllers, even the wonkiest like the Apple II one, start by dividing the track in equally-sized cells. They're angular sections in the middle of which a magnetic orientation inversion may be present. From a hardware point of view the cells are seen as durations, which combined with the floppy rotation give the section. For instance the standard MFM cell size for a 3" double-density floppy is 2us, which combined with the also standard 300 rpm rotational speed gives an angular size of 1/100000th of a turn. Another way of saying it is that there are 100K cells in a 3" DD track.
In every cell there may or may not be a magnetic orientation transition, e.g. a pulse coming from (reading) or going to (writing) the floppy drive. A cell with a pulse is traditionally noted '1', and one without '0'. Two constraints apply to the cell contents though. First, pulses must not be too close together or they'll blur each-other and/or be filtered out. The limit is slightly better than 1/50000th of a turn for single and double density floppies, half that for HD floppys, and half that again for ED floppies with perpendicular recording. Second, they must not be too away from each other or either the AGC is going to get wonky and introduce phantom pulses or the controller is going to lose sync and get a wrong timing on the cells on reading. Conservative rule of thumb is not to have more than three consecutive '0' cells.
Of course protections play with that to make formats not reproducible by the system controller, either breaking the three-zeroes rule or playing with the cells durations/sizes.
Bit endocing is then the art of transforming raw data into a cell 0/1 configuration that respects the two constraints.
The very first encoding method developed for floppies is called Frequency Modulation, or FM. The cell size is set at slightly over the physical limit, e.g. 4us. That means it is possible to reliably have consecutive '1' cells. Each bit is encoded on two cells:
- the first cell, called the clock bit, is '1'
- the second cell, called data bit, is the bit
Since every other cell at least is '1' there is no risk of going over three zeroes.
The name Frequency Modulation simply derives from the fact that a 0 is encoded with one period of a 125Khz pulse train while a 1 is two periods of a 250Khz pulse train.
The FM encoding has been superseded by the Modified Frequency Modulation encoding, which can cram exactly twice as much data on the same surface, hence its other name of "double density". The cell size is set at slightly over half the physical limit, e.g. 2us usually. The constraint means that two '1' cells must be separated by at least one '0' cell. Each bit is once again encoded on two cells:
- the first cell, called the clock bit, is '1' if both the previous and current data bits are 0, '0' otherwise
- the second cell, called data bit, is the bit
The minimum space rule is respected since a '1' clock bit is by definition surrounded by two '0' data bits, and a '1' data bit is surrounded by two '0' clock bits. The longest '0'-cell string possible is when encoding 101 which gives x10001, respecting the maximum of three zeroes.
Group Coded Recording, or GCR, encodings are a class of encodings where strings of bits at least nibble-size are encoded into a given cell stream given by a table. It has been used in particular by the Apple II, the Mac and the C64, and each system has its own table, or tables.
Other encodings exist, like M2FM, but they're very rare and system-specific.
Writing encoded data is easy, you only need a clock at the appropriate frequency and send or not a pulse on the clock edges. Reading back the data is where the fun is. Cells are a logical construct and not a physical measurable entity. Rotational speeds very around the defined one (+/- 2% is not rare) and local perturbations (air turbulence, surface distance...) make the instant speed very variable in general. So to extract the cell values stream the controller must dynamically synchronize with the pulse train that the floppy head picks up. The principle is simple: a cell-sized duration window is build within which the presence of at least one pulse indicates the cell is a '1', and the absence of any a '0'. After reaching the end of the window the starting time is moved appropriately to try to keep the observed pulse at the exact middle of the window. This allows to correct the phase on every '1' cell, making the synchronization work if the rotational speed is not too off. Subsequent generations of controllers used a Phase-Locked Loop (PLL) which vary both phase and window duration to adapt better to wrong rotational speeds, with usually a tolerance of +/- 15%.
Once the cell data stream is extracted decoding depends on the encoding. In the FM and MFM case the only question is to recognize data bits from clock bits, while in GCR the start position of the first group should be found. That second level of synchronization is handled at a higher level using patterns not found in a normal stream.
2.3.2. Sector-level organization¶
Floppies have been designed for read/write random access to reasonably sized blocks of data. Track selection allows for a first level of random access and sizing, but the ~6K of a double density track would be too big a block to handle. 256/512 bytes are considered a more appropriate value. To that end data on a track is organized as a series of (sector header, sector data) pairs where the sector header indicates important information like the sector number and size, and the sector data contains the data. Sectors have to be broken in two parts because while reading is easy, read the header then read the data if you want it, writing requires reading the header to find the correct place then once that is done switching on the writing head for the data. Starting writing is not instantaneous and will not be perfectly phase-aligned with the read header, so space for synchronization is required between header and data.
In addition somewhere in the sector header and in the sector data are pretty much always added some kind of checksum allowing to know whether the data was damaged or not.
FM and MFM have (not always used) standard sector layout methods.
The standard "PC" track/sector layout for FM is as such:
- A number of FM-encoded 0xff (usually 40)
- 6 FM-encoded 0x00 (giving a steady 125KHz pulse train)
- The 16-cell stream 1111011101111010 (f77a, clock 0xd7, data 0xfc)
- A number of FM-encoded 0xff (usually 26, very variable)
Then for each sector: - 6 FM-encoded 0x00 (giving a steady 125KHz pulse train)
- The 16-cell stream 1111010101111110 (f57e, clock 0xc7, data 0xfe)
- Sector header, e.g. FM encoded track, head, sector, size code and two bytes of crc
- 11 FM-encoded 0xff
- 6 FM-encoded 0x00 (giving a steady 125KHz pulse train)
- The 16-cell stream 1111010101101111 (f56f, clock 0xc7, data 0xfb)
- FM-encoded sector data followed by two bytes of crc
- A number of FM-encoded 0xff (usually 48, very variable)
The track is finished with a stream of '1' cells.
The 125KHz pulse trains are used to lock the PLL to the signal correctly. The specific 16-cells streams allow to distinguish between clock and data bits by providing a pattern that is not supposed to happen in normal FM-encoded data. In the sector header track numbers start at 0, heads are 0/1 depending on the size, sector numbers usually start at 1 and size code is 0 for 128 bytes, 1 for 256, 2 for 512, etc.
The CRC is a cyclic redundancy check of the data bits starting with the mark just after the pulse train using polynom 0x11021.
The Western Digital-based controllers usually get rid of everything but some 0xff before the first sector and allow a better use of space as a result.
The standard "PC" track/sector layout for MFM is as such:
- A number of MFM-encoded 0x4e (usually 80)
- 12 FM-encoded 0x00 (giving a steady 250KHz pulse train)
- 3 times the 16-cell stream 0101001000100100 (5224, clock 0x14, data 0xc2)
- The MFM-encoded value 0xfc
- A number of MFM-encoded 0x4e (usually 50, very variable)
Then for each sector:
- 12 FM-encoded 0x00 (giving a steady 250KHz pulse train)
- 3 times the 16-cell stream 0100010010001001 (4489, clock 0x0a, data 0xa1)
- Sector header, e.g. MFM-encoded 0xfe, track, head, sector, size code and two bytes of crc
- 22 MFM-encoded 0x4e
- 12 MFM-encoded 0x00 (giving a steady 250KHz pulse train)
- 3 times the 16-cell stream 0100010010001001 (4489, clock 0x0a, data 0xa1)
- MFM-encoded 0xfb, sector data followed by two bytes of crc
- A number of MFM-encoded 0x4e (usually 84, very variable)
The track is finished with a stream of MFM-encoded 0x4e.
The 250KHz pulse trains are used to lock the PLL to the signal correctly. The cell pattern 4489 does not appear in normal MFM-encoded data and is used for clock/data separation.
As for FM, the Western Digital-based controllers usually get rid of everything but some 0x4e before the first sector and allow a better use of space as a result.
To be usable, a floppy must have the sector headers and default sector data written on every track before using it. The controller starts writing at a given place, often the index pulse but on some systems whenever the command is sent, and writes until a complete turn is done. That's called formatting the floppy. At the point where the writing stops there is a synchronization loss since there is no chance the cell stream clock warps around perfectly. This brutal phase change is called a write splice, specifically the track write splice. It is the point where writing should start if one wants to raw copy the track to a new floppy.
Similarly two write splices are created when a sector is written at the start and end of the data block part. They're not supposed to happen on a mastered disk though, even if there are some rare exceptions.
3. The new implementation¶
3.1. Floppy disk representation¶
The floppy disk contents are represented by the class floppy_image. It contains information of the media type and a representation of the magnetic state of the surface.
The media type is divided in two parts. The first half indicates the physical form factor, i.e. all medias with that form factor can be physically inserted in a reader that handles it. The second half indicates the variants which are usually detectable by the reader, such as density and number of sides.
Track data consists of a series of 32-bits lsb-first values representing magnetic cells. Bits 0-27 indicate the absolute position of the start of the cell (not the size), and bits 28-31 the type. Type can be:
- 0, MG_A -> Magnetic orientation A
- 1, MG_B -> Magnetic orientation B
- 2, MG_N -> Non-magnetized zone (neutral)
- 3, MG_D -> Damaged zone, reads as neutral but cannot be changed by writing
The position is in angular units of 1/200,000,000th of a turn. It corresponds to one nanosecond when the drive rotates at 300 rpm.
The last cell implicit end position is of course 200,000,000.
Unformatted tracks are encoded as zero-size.
The "track splice" information indicates where to start writing if you try to rewrite a physical disk with the data. Some preservation formats encode that information, it is guessed for others. The write track function of fdcs should set it. The representation is the angular position relative to the index.
3.2. Converting to and from the internal representation¶
3.2.1. Class and interface¶
We need to be able to convert on-disk formats of the floppy data to and from the internal representation. This is done through classes derived from floppy_image_format_t. The interface to be implemented includes: - name() gives the short name of the on-disk format
- description() gives a short description of the format
- extensions() gives a comma-separated list of file name extensions found for that format
- supports_save() returns true is converting to that external format is supported
- identify(file, form factor) gives a 0-100 score for the file to be of that format:
- 0 = not that format
- 100 = certainly that format
- 50 = format identified from file size only
- load(file, form factor, floppy_image) loads an image and converts it into the internal representation
- save(file, floppy_image) (if implemented) converts from the internal representation and saves an image
All of these methods are supposed to be stateless.
3.2.2. Conversion helper methods¶
A number of methods are provided to simplify writing the converter classes.
Takes a stream of cell types (0/1), MSB-first, converts it to the internal format and stores it at the given track and head in the given image.
Takes a variant of the internal format where each value represents a cell, the position part of the values is the size of the cell and the level part is MG_0, MG_1 for normal cell types, MG_N, MG_D for unformatted/damaged cells, and MG_W for Dungeon-Master style weak bits. Converts it into the internal format. The sizes are normalized so that they total to a full turn.
Takes an internal-format buffer where the position part represents angle until the next change and turns it into a normal positional stream, first ensuring that the total size is normalized to a full turn.
Extract a cell 0/1 stream from the internal format using a PLL setup with an initial cell size set to 'base cell size' and a +/- 25% tolerance.
Extract standard mfm or fm sectors from a regenerated cell stream. Sectors must point to an array of 256 desc_xs.
An existing sector is recognizable by having ->data non-null. Sector data is written in sectdata up to sectdata_size bytes.
Extract the geometry (heads, tracks, sectors) from a pc-ish floppy image by checking track 20.
Extract what you'd get by reading in order 'sector size'-sized sectors from number 1 to sector count and put the result in sector data.
3.3. Floppy drive¶
The class floppy_image_interface simulates the floppy drive. That includes a number of control signals, reading, and writing. Control signal changes must be synchronized, e.g. fired off a timer to ensure the current time is the same for all devices.
3.3.1. Control signals¶
Due to the way they're usually connected to CPUs (e.g. directly on an I/O port), the control signals work with physical instead of logical values. Which means than in general 0 means active, 1 means inactive. Some signals also have a callback associated called when they change.
mon_w(state) / mon_r()
Motor on signal, rotates on 0.
idx_r() / setup_index_pulse_cb(cb)
Index signal, goes 0 at start of track for about 2ms. Callback is synchronized. Only happens when a disk is in and the motor is running.
ready_r() / setup_ready_cb(cb)
Ready signal, goes to 1 when the disk is removed or the motor stopped. Goes to 0 after two index pulses.
wpt_r() / setup_wpt_cb(cb)
Write protect signal (1 = readonly). Callback is unsynchronized.
dskchg_r()
Disk change signal, goes to 1 when a disk is change, goes to 0 on track change.
dir_w(dir)
Selects track stepping direction (1 = out = decrease track number).
stp_w(state)
Step signal, moves by one track on 1->0 transition.
trk00_r()
Track 0 sensor, returns 0 when on track 0.
ss_w(ss) / ss_r()
Side select
3.3.2. Read/write interface¶
The read/write interface is designed to work asynchronously, e.g. somewhat independently of the current time.
[1] | Cylinder is a hard-drive term somewhat improperly used for floppies. It comes from the fact that hard-drives are similar to floppies but include a series of stacked disks with a read/write head on each. The heads are physically linked and all point to the same circle on every disk at a given time, making the accessed area look like a cylinder. Hence the name. |
The new SCSI subsystem¶
Introduction¶
The nscsi subsystem was created to allow an implementation to be closer to the physical reality, making it easier (hopefully) to implement new controller chips from the documentations.
Global structure¶
Parallel SCSI is built around a symmetric bus to which a number of devices are connected. The bus is composed of 9 control lines (for now, later SCSI versions may have more) and up to 32 data lines (but currently implemented chips only handle 8). All the lines are open collector, which means that either one or multiple chip connect the line to ground and the line, of course, goes to ground, or no chip drives anything and the line stays at Vcc. Also, the bus uses inverted logic, where ground means 1. SCSI chips traditionally work in logical and not physical levels, so the nscsi subsystem also works in logical levels and does a logical-or of all the outputs of the devices.
Structurally, the implementation is done around two main classes: nscsi_bus_devices represents the bus, and nscsi_device represents an individual device. A device only communicate with the bus, and the bus takes care of transparently handling the device discovery and communication. In addition the nscsi_full_device class proposes a SCSI device with the SCSI protocol implemented making building generic SCSI devices like hard drives or CD-ROM readers easier.
Plugging in a SCSI bus in a driver¶
The nscsi subsystem leverages the slot interfaces and the device naming to allow for a configurable yet simple bus implementation.
First you need to create a list of acceptable devices to plug on the bus. This usually comprises of cdrom, harddisk and the controller chip. For instance:
The _INTERNAL interface indicates a device that is not user-selectable, which is useful for the controller.
Then in the machine config (or in a fragment config) you need to first add the bus, and then the (potential) devices as sub-devices of the bus with the SCSI ID as the name. For instance you can use:
That configuration puts as default a CD-ROM reader on SCSI ID 0 and a hard drive on SCSI ID 1, and forces the controller on ID 7. The parameters of add are:
- device tag, comprised of bus-tag:scsi-id
- the list of acceptable devices
- the device name as per the list, if one is to be there by default
- the device input config, if any (and there usually isn't one)
- the device configuration structure, usually for the controller only
- the frequency, usually for the controller only
- "false" for a user-modifiable slot, "true" for a fixed slot
The full device name, for mapping purposes, will be bus-tag:scsi-id:device-type, i.e. "scsibus:7:ncr5390" for our controller here.
Creating a new SCSI device using nscsi_device¶
The base class "nscsi_device" is to be used for down-to-the-metal devices, i.e. SCSI controller chips. The class provides three variables and one method. The first variable, scsi_bus, is a pointer to the nscsi_bus_device. The second, scsi_refid, is an opaque reference to pass to the bus on some operations. Finally, scsi_id gives the SCSI ID as per the device tag. It's written once at startup and never written or read afterwards, the device can do whatever it wants with the value or the variable.
The virtual method scsi_ctrl_changed is called when watched-for control lines change. Which lines are watched is defined through the bus.
The bus proposes five methods to access the lines. The read methods are ctrl_r() and data_r(). The meaning of the control bits are defined in the S_* enum of nscsi_device. The bottom three bits (INP, CTL and MSG) are setup so that masking with 7 (S_PHASE_MASK) gives the traditional numbers for the phases, which are also available with the S_PHASE_* enum.
Writing the data lines is done with data_w(scsi_refid, value).
Writing the control lines is done with ctrl_w(scsi_refid, value, mask-of-lines-to-change). To change all control lines in one call use S_ALL as the mask.
Of course, what is read is the logical-or of all of what is driven by all devices.
Finally, the method ctrl_wait_w(scsi_id, value, mask-of-wait-lines-to-change) allows to select which control lines are watched. The watch mask is per-device, and the device method scsi_ctrl_changed is called whenever a control line in the mask changes due to an action of another device (not itself, to avoid an annoying and somewhat useless recursion).
Implementing the controller is then just a matter of following the state machines descriptions, at least if they're available. The only part often not described is the arbitration/selection, which is documented in the SCSI standard though. For an initiator (which is what the controller essentially always is), it goes like this:
- wait for the bus to be idle
- assert the data line which number is your scsi_id (1 << scsi_id)
- assert the busy line
- wait the arbitration time
- check that the of the active data lines the one with the highest number is yours
- if no, the arbitration was lost, stop driving anything and restart at the beginning
- assert the select line (at that point, the bus is yours)
- wait a short while
- keep your data line asserted, assert the data line which number is the SCSI ID of the target
- wait a short while
- assert the atn line if needed, de-assert busy
- wait for busy to be asserted or timeout
- timeout means nobody is answering at that id, de-assert everything and stop
- wait a short while for de-skewing
- de-assert the data bus and the select line
- wait a short while
and then you're done, you're connected with the target until the target de-asserts the busy line, either because you asked it to or just to annoy you. The de-assert is called a disconnect.
The ncr5390 is an example of how to use a two-level state machine to handle all the events.
Creating a new SCSI device using nscsi_full_device¶
The base class "nscsi_full_device" is used to create HLE-d SCSI devices intended for generic uses, like hard drives, CD-ROMs, perhaps scanners, etc. The class provides the SCSI protocol handling, leaving only the command handling and (optionally) the message handling to the implementation.
The class currently only support target devices.
The first method to implement is scsi_command(). That method is called when a command has fully arrived. The command is available in scsi_cmdbuf[], and its length is in scsi_cmdsize (but the length is generally useless, the command first byte giving it). The 4096-bytes scsi_cmdbuf array is then freely modifiable.
In scsi_command(), the device can either handle the command or pass it up with nscsi_full_device::scsi_command().
To handle the command, a number of methods are available:
- get_lun(lua-set-in-command) will give you the LUN to work on (the in-command one can be overriden by a message-level one).
- bad_lun() replies to the host that the specific LUN is unsupported.
- scsi_data_in(buffer-id, size) sends size bytes from buffer buffer-id
- scsi_data_out(buffer-id, size) receives size bytes into buffer buffer-id
- scsi_status_complete(status) ends the command with a given status.
- sense(deferred, key) prepares the sense buffer for a subsequent request-sense command, which is useful when returning a check-condition status.
The scsi_data_* and scsi_status_complete commands are queued, the command handler should call them all without waiting.
buffer-id identifies a buffer. 0, aka SBUF_MAIN, targets the scsi_cmdbuf buffer. Other acceptable values are 2 or more. 2+ ids are handled through the scsi_get_data method for read and scsi_put_data for write.
UINT8 device::scsi_get_data(int id, int pos) must return byte pos of buffer id, upcalling in nscsi_full_device for id < 2.
void device::scsi_put_data(int id, int pos, UINT8 data) must write byte pos in buffer id, upcalling in nscsi_full_device for id < 2.
scsi_get_data and scsi_put_data should do the external reads/writes when needed.
The device can also override scsi_message to handle SCSI messages other than the ones generically handled, and it can also override some of the timings (but a lot of them aren't used, beware).
A number of enums are defined to make things easier. The SS_* enum gives status returns (with SS_GOOD for all's well). The SC_* enum gives the scsi commands. The SM_* enum gives the SCSI messages, with the exception of identify (which is 80-ff, doesn't really fit in an enum).
What's missing in scsi_full_device¶
- Initiator support We have no initiator device to HLE at that point.
- Delays A scsi_delay command would help giving more realistic timings to the CD-ROM reader in particular.
- Disconnected operation Would first require delays and in addition an emulated OS that can handle it.
- 16-bits wide operation needs an OS and an initiator that can handle it.
What's missing in the ncr5390 (and probably future other controllers)¶
- Bus free detection Right now the bus is considered free if the controllers isn't using it, which is true. This may change once disconnected operation is in.
- Target commands We don't emulate (vs. HLE) any target yet.
Scripting MAME via Lua¶
Introduction¶
It is now possible to externally drive MAME via Lua scripts. This feature initially appeared in version 0.148, when a minimal Lua engine was implemented. Today, the Lua interface is rich enough to let you inspect and manipulate devices’ state, access CPU registers, read and write memory, and draw a custom HUD on screen.
Internally, MAME makes extensive use of Sol3 to implement this feature. The idea is to transparently expose as many of the useful internals as possible.
Finally, a warning: the Lua API is not yet declared stable and may suddenly change without prior notice. However, we expose methods to let you know at runtime which API version you are running against, and most of the objects support runtime you can introspection.
Features¶
The API is not yet complete, but this is a partial list of capabilities currently available to Lua scripts:
- session information (app version, current emulated system, ROM details)
- session control (starting, pausing, resetting, stopping)
- event hooks (on frame painting and on user events)
- device introspection (device tree listing, memory and register enumeration)
- screen introspection (screens listing, screen details, frame counting)
- screen overlay drawing (text, lines, boxes on multiple screens)
- memory read/write (8/16/32/64 bits, signed and unsigned)
- register and state control (state enumeration, get and set)
Many of the classes are documented on the Lua class reference page.
Usage¶
MAME supports external scripting via Lua (>= 5.3) scripts, either entered at the
interactive console or loaded as a file. To reach the console, enable the
console plugin (e.g. run MAME with -plugin console
) and you will be greeted
with a [MAME]>
prompt where you can enter Lua script interactively.
To load a whole script at once, store it in a plain text file and pass it using
-autoboot_script
. Please note that script loading may be delayed (a few
seconds by default), but you can override the default with the
-autoboot_delay
option.
To control the execution of your code, you can use a loop-based or event-based approach. The former is not encouraged as it is resource-intensive and makes control flow unnecessarily complex. Instead, we suggest to register custom hooks to be invoked on specific events (e.g. at each frame rendering).
Walkthrough¶
Let’s first run MAME in a terminal to reach the Lua console:
$ mame -console YOUR_ROM
/| /| /| /| /| _______
/ | / | / | / | / | / /
/ |/ | / | / |/ | / ____/
/ | / | / | / /_
/ |/ | / |/ __/
/ /| /| /| |/ /| /| /____
/ / | / | / | / | / | /
/ _/ |/ / / |___/ |/ /_______/
/ /
/ _/
mame 0.227
Copyright (C) Nicola Salmoria and the MAME team
Lua 5.3
Copyright (C) Lua.org, PUC-Rio
[MAME]>
At this point, your game is probably running in demo mode, let’s pause it:
[MAME]> emu.pause()
[MAME]>
Even without textual feedback on the console, you’ll notice the game is now paused. In general, commands are quiet and only print back error messages.
You can check at runtime which version of MAME you are running, with:
[MAME]> print(emu.app_name() .. " " .. emu.app_version())
mame 0.227
We now start exploring screen related methods. First, let's enumerate available screens:
[MAME]> for tag, screen in pairs(manager.machine.screens) do print(tag) end
:screen
manager.machine
is the running machine
object for your current emulation session. We will be using this frequently.
screens
is a device enumerator that yields
all emulated screens in the system; most arcade games only have one main screen.
In our case, the main and only screen is tagged as :screen
, and we can
further inspect it:
[MAME]> -- keep a reference to the main screen in a variable
[MAME]> s = manager.machine.screens[":screen"]
[MAME]> print(s.width .. "x" .. s.height)
320x224
We have several methods to draw a HUD on the screen composed of lines, boxes and text:
[MAME]> -- we define a HUD-drawing function, and then call it
[MAME]> function draw_hud()
[MAME]>> s:draw_text(40, 40, "foo") -- (x0, y0, msg)
[MAME]>> s:draw_box(20, 20, 80, 80, 0xff00ffff, 0) -- (x0, y0, x1, y1, line-color, fill-color)
[MAME]>> s:draw_line(20, 20, 80, 80, 0xff00ffff) -- (x0, y0, x1, y1, line-color)
[MAME]>> end
[MAME]> draw_hud()
This will draw some useless art on the screen. However, when resuming the game, your HUD needs to be refreshed otherwise it will just disappear. In order to do this, you have to register your hook to be called on every frame repaint:
[MAME]> emu.register_frame_done(draw_hud, "frame")
All colors are specified in ARGB format (eight bits per channel), while screen origin (0,0) normally corresponds to the top-left corner.
Similarly to screens, you can inspect all the devices attached to a machine:
[MAME]> for tag, device in pairs(manager.machine.devices) do print(tag) end
:audiocpu
:maincpu
:saveram
:screen
:palette
[...]
On some of them, you can also inspect and manipulate memory and state:
[MAME]> cpu = manager.machine.devices[":maincpu"]
[MAME]> -- enumerate, read and write state registers
[MAME]> for k, v in pairs(cpu.state) do print(k) end
D5
SP
A4
A3
D0
PC
[...]
[MAME]> print(cpu.state["D0"].value)
303
[MAME]> cpu.state["D0"].value = 255
[MAME]> print(cpu.state["D0"].value)
255
[MAME]> -- inspect memory
[MAME]> for name, space in pairs(cpu.spaces) do print(name) end
program
[MAME]> mem = cpu.spaces["program"]
[MAME]> print(mem:read_i8(0xc000))
41
MAME Lua Class Reference¶
Introduction¶
Various aspects of MAME can be controlled using Lua scripting. Many key classes are exposed as Lua objects.
Containers¶
Many properties yield container wrappers. Container wrappers are cheap to create, and provide an interface that is similar to a read-only table. The complexity of operations may vary. Container wrappers usually provide most of these operations:
- #c
- Get the number of items in the container.
- c[k]
- Returns the item corresponding to the key
k
, ornil
if the key is not present. - pairs(c)
- Iterate container by key and value. The key is what you would pass to the
index operator or the
get
method to get the value. - ipairs(c)
- Iterate container by index and value. The index is what you would pass to
the
at
method to get the value (this may be the same as the key for some containers). - c:empty()
- Returns a Boolean indicating whether there are no items in the container.
- c:get(k)
- Returns the item corresponding to the key
k
, ornil
if the key is not present. Usually equivalent to the index operator. - c:at(i)
- Returns the value at the 1-based index
i
, ornil
if it is out of range. - c:find(v)
- Returns the key for item
v
, ornil
if it is not in the container. The key is what you would pass to the index operator to get the value. - c:index_of(v)
- Returns the 1-based index for item
v
, ornil
if it is not in the container. The index is what you would pass to theat
method to get the value.
Core classes¶
Many of MAME’s core classes used to implement an emulation session are available to Lua scripts.
Notifier subscription¶
Wraps MAME’s util::notifier_subscription
class, which manages a subscription
to a broadcast notification.
Methods¶
- subscription:unsubscribe()
- Unsubscribes from notifications. The subscription will become inactive and no future notifications will be received.
Properties¶
- subscription.is_active (read-only)
- A Boolean indicating whether the subscription is active. A subscription becomes inactive after explicitly unsubscribing or if the underlying notifier is destroyed.
Attotime¶
Wraps MAME’s attotime
class, which represents a high-precision time
interval. Attotime values support addition and subtraction with other attotime
values, and multiplication and division by integers.
Instantiation¶
- emu.attotime()
- Creates an attotime value representing zero (i.e. no elapsed time).
- emu.attotime(seconds, attoseconds)
- Creates an attotime with the specified whole and fractional parts.
- emu.attotime(attotime)
- Creates a copy of an existing attotime value.
- emu.attotime.from_double(seconds)
- Creates an attotime value representing the specified number of seconds.
- emu.attotime.from_ticks(periods, frequency)
- Creates an attotime representing the specified number of periods of the specified frequency in Hertz.
- emu.attotime.from_seconds(seconds)
- Creates an attotime value representing the specified whole number of seconds.
- emu.attotime.from_msec(milliseconds)
- Creates an attotime value representing the specified whole number of milliseconds.
- emu.attotime.from_usec(microseconds)
- Creates an attotime value representing the specified whole number of microseconds.
- emu.attotime.from_nsec(nanoseconds)
- Creates an attotime value representing the specified whole number of nanoseconds.
Methods¶
- t:as_double()
- Returns the time interval in seconds as a floating-point value.
- t:as_hz()
- Interprets the interval as a period and returns the corresponding frequency
in Hertz as a floating-point value. Returns zero if
t.is_never
is true. The interval must not be zero. - t:as_khz()
- Interprets the interval as a period and returns the corresponding frequency
kilohertz as a floating-point value. Returns zero if
t.is_never
is true. The interval must not be zero. - t:as_mhz()
- Interprets the interval as a period and returns the corresponding frequency
megahertz as a floating-point value. Returns zero if
t.is_never
is true. The interval must not be zero. - t:as_ticks(frequency)
- Returns the interval as a whole number of periods at the specified frequency. The frequency is specified in Hertz.
Properties¶
- t.is_zero (read-only)
- A Boolean indicating whether the value represents no elapsed time.
- t.is_never (read-only)
- A Boolean indicating whether the value is greater than the maximum number of whole seconds that can be represented (treated as an unreachable time in the future or overflow).
- t.attoseconds (read-only)
- The fraction seconds portion of the interval in attoseconds.
- t.seconds (read-only)
- The number of whole seconds in the interval.
- t.msec (read-only)
- The number of whole milliseconds in the fractional seconds portion of the interval.
- t.usec (read-only)
- The number of whole microseconds in the fractional seconds portion of the interval.
- t.nsec (read-only)
- The number of whole nanoseconds in the fractional seconds portion of the interval.
MAME machine manager¶
Wraps MAME’s mame_machine_manager
class, which holds the running machine, UI
manager, and other global components.
Instantiation¶
- manager
- The MAME machine manager is available as a global variable in the Lua environment.
Properties¶
- manager.machine (read-only)
- The running machine for the current emulation session.
- manager.ui (read-only)
- The UI manager for the current session.
- manager.options (read-only)
- The emulation options for the current session.
- manager.plugins[] (read-only)
- Gets information about the Lua plugins
that are present, indexed by name. The index get,
at
andindex_of
methods have O(n) complexity.
Running machine¶
Wraps MAME’s running_machine
class, which represents an emulation session.
It provides access to the other core objects that implement an emulation session
as well as the emulated device tree.
Instantiation¶
- manager.machine
- Gets the running machine instance for the current emulation session.
Methods¶
- machine:exit()
- Schedules an exit from the current emulation session. This will either return to the system selection menu or exit the application, depending on how it was started. This method returns immediately, before the scheduled exit takes place.
- machine:hard_reset()
- Schedules a hard reset. This is implemented by tearing down the emulation session and starting another emulation session for the same system. This method returns immediately, before the scheduled reset takes place.
- machine:soft_reset()
- Schedules a soft reset. This is implemented by calling the reset method of the root device, which is propagated down the device tree. This method returns immediately, before the scheduled reset takes place.
- machine:save(filename)
- Schedules saving machine state to the specified file. If the file name is a relative path, it is considered to be relative to the first configured save state directory. This method returns immediately, before the machine state is saved. If this method is called when a save or load operation is already pending, the previously pending operation will be cancelled.
- machine:load(filename)
- Schedules loading machine state from the specified file. If the file name is a relative path, the configured save state directories will be searched. This method returns immediately, before the machine state is saved. If this method is called when a save or load operation is already pending, the previously pending operation will be cancelled.
- machine:popmessage([msg])
- Displays a pop-up message to the user. If the message is not provided, the currently displayed pop-up message (if any) will be hidden.
- machine:logerror(msg)
- Writes the message to the machine error log. This may be displayed in a debugger window, written to a file, or written to the standard error output.
Properties¶
- machine.time (read-only)
- The elapsed emulated time for the current session as an attotime.
- machine.system (read-only)
- The driver metadata for the current system.
- machine.parameters (read-only)
- The parameters manager for the current emulation session.
- machine.video (read-only)
- The video manager for the current emulation session.
- machine.sound (read-only)
- The sound manager for the current emulation session.
- machine.output (read-only)
- The output manager for the current emulation session.
- machine.memory (read-only)
- The emulated memory manager for the current emulation session.
- machine.ioport (read-only)
- The I/O port manager for the current emulation session.
- machine.input (read-only)
- The input manager for the current emulation session.
- machine.natkeyboard (read-only)
- Gets the natural keyboard manager, used for controlling keyboard and keypad input to the emulated system.
- machine.uiinput (read-only)
- The UI input manager for the current emulation session.
- machine.render (read-only)
- The render manager for the current emulation session.
- machine.debugger (read-only)
- The debugger manager for the current
emulation session, or
nil
if the debugger is not enabled. - machine.options (read-only)
- The user-specified options for the current emulation session.
- machine.samplerate (read-only)
- The output audio sample rate in Hertz.
- machine.paused (read-only)
- A Boolean indicating whether emulation is not currently running, usually because the session has been paused or the emulated system has not completed starting.
- machine.exit_pending (read-only)
- A Boolean indicating whether the emulation session is scheduled to exit.
- machine.hard_reset_pending (read-only)
- A Boolean indicating whether a hard reset of the emulated system is pending.
- machine.devices (read-only)
- A device enumerator that yields all devices in the emulated system.
- machine.palettes (read-only)
- A device enumerator that yields all palette devices in the emulated system.
- machine.screens (read-only)
- A device enumerator that yields all screen devices in the emulated system.
- machine.cassettes (read-only)
- A device enumerator that yields all cassette image devices in the emulated system.
- machine.images (read-only)
- A device enumerator that yields all media image devices in the emulated system.
- machine.slots (read-only)
- A device enumerator that yields all slot devices in the emulated system.
Video manager¶
Wraps MAME’s video_manager
class, which is responsible for coordinating
emulated video drawing, speed throttling, and reading host inputs.
Instantiation¶
- manager.machine.video
- Gets the video manager for the current emulation session.
Methods¶
- video:frame_update()
- Updates emulated screens, reads host inputs, and updates video output.
- video:snapshot()
- Saves snapshot files according to the current configuration. If MAME is configured to take native emulated screen snapshots, one snapshot will be saved for each emulated screen that is visible in a host window/screen with the current view configuration. If MAME is not configured to use take native emulated screen snapshots or if the system has no emulated screens, a single snapshot will be saved using the currently selected snapshot view.
- video:begin_recording([filename], [format])
Stops any video recordings currently in progress and starts recording either the visible emulated screens or the current snapshot view, depending on whether MAME is configured to take native emulated screen snapshots.
If the file name is not supplied, the configured snapshot file name is used. If the file name is a relative path, it is interpreted relative to the first configured snapshot directory. If the format is supplied, it must be
"avi"
or"mng"
. If the format is not supplied, it defaults to AVI.- video:end_recording()
- Stops any video recordings that are in progress.
- video:snapshot_size()
- Returns the width and height in pixels of snapshots created with the current snapshot target configuration and emulated screen state. This may be configured explicitly by the user, or calculated based on the selected snapshot view and the resolution of any visible emulated screens.
- video:snapshot_pixels()
- Returns the pixels of a snapshot created using the current snapshot target configuration as 32-bit integers packed into a binary string in host Endian order. Pixels are organised in row-major order, from left to right then top to bottom. Pixel values are colours in RGB format packed into 32-bit integers.
Properties¶
- video.speed_factor (read-only)
- Configured emulation speed adjustment in per mille (i.e. the ratio to normal speed multiplied by 1,000).
- video.throttled (read/write)
- A Boolean indicating whether MAME should wait before video updates to avoid running faster than the target speed.
- video.throttle_rate (read/write)
- The target emulation speed as a ratio of full speed adjusted by the speed factor (i.e. 1 is normal speed adjusted by the speed factor, larger numbers are faster, and smaller numbers are slower).
- video.frameskip (read/write)
- The number of emulated video frames to skip drawing out of every twelve, or -1 to automatically adjust the number of frames to skip to maintain the target emulation speed.
- video.speed_percent (read-only)
- The current emulated speed as a percentage of the full speed adjusted by the speed factor.
- video.effective_frameskip (read-only)
- The number of emulated frames that are skipped out of every twelve.
- video.skip_this_frame (read-only)
- A Boolean indicating whether the video manager will skip drawing emulated screens for the current frame.
- video.snap_native (read-only)
- A Boolean indicating whether the video manager will take native emulated screen snapshots. In addition to the relevant configuration setting, the emulated system must have at least one emulated screen.
- video.is_recording (read-only)
- A Boolean indicating whether any video recordings are currently in progress.
- video.snapshot_target (read-only)
- The render target used to produce snapshots and video recordings.
Sound manager¶
Wraps MAME’s sound_manager
class, which manages the emulated sound stream
graph and coordinates sound output.
Instantiation¶
- manager.machine.sound
- Gets the sound manager for the current emulation session.
Methods¶
- sound:start_recording([filename])
- Starts recording to a WAV file. Has no effect if currently recording. If
the file name is not supplied, uses the configured WAV file name (from
command line or INI file), or has no effect if no WAV file name is
configured. Returns
true
if recording started, orfalse
if recording is already in progress, opening the output file failed, or no file name was supplied or configured. - sound:stop_recording()
- Stops recording and closes the file if currently recording to a WAV file.
- sound:get_samples()
- Returns the current contents of the output sample buffer as a binary string. Samples are 16-bit integers in host byte order. Samples for left and right stereo channels are interleaved.
Properties¶
- sound.muted (read-only)
- A Boolean indicating whether sound output is muted for any reason.
- sound.ui_mute (read/write)
- A Boolean indicating whether sound output is muted at the request of the user.
- sound.debugger_mute (read/write)
- A Boolean indicating whether sound output is muted at the request of the debugger.
- sound.system_mute (read/write)
- A Boolean indicating whether sound output is muted at the request of the emulated system.
- sound.attenuation (read/write)
- The output volume attenuation in decibels. Should generally be a negative integer or zero.
- sound.recording (read-only)
- A Boolean indicating whether sound output is currently being recorded to a WAV file.
Output manager¶
Wraps MAME’s output_manager
class, providing access to system outputs that
can be used for interactive artwork or consumed by external programs.
Instantiation¶
- manager.machine.output
- Gets the output manager for the current emulation session.
Methods¶
- output:set_value(name, val)
- Sets the specified output value. The value must be an integer. The output will be created if it does not already exist.
- output:set_indexed_value(prefix, index, val)
- Appends the index (formatted as a decimal integer) to the prefix and sets the value of the corresponding output. The value must be an integer. The output will be created if it does not already exist.
- output:get_value(name)
- Returns the value of the specified output, or zero if it doesn’t exist.
- output:get_indexed_value(prefix, index)
- Appends the index (formatted as a decimal integer) to the prefix and returns the value of the corresponding output, or zero if it doesn’t exist.
- output:name_to_id(name)
- Gets the per-session unique integer ID for the specified output, or zero if it doesn’t exist.
- output:id_to_name(id)
- Gets the name for the output with the specified per-session unique ID, or
nil
if it doesn’t exist. This method has O(n) complexity, so avoid calling it when performance is important.
Parameters manager¶
Wraps MAME’s parameters_manager
class, which provides a simple key-value
store for metadata from system ROM definitions.
Instantiation¶
- manager.machine.parameters
- Gets the parameters manager for the current emulation session.
Methods¶
- parameters:lookup(tag)
- Gets the value for the specified parameter if it is set, or an empty string if it is not set.
- parameters:add(tag, value)
- Sets the specified parameter if it is not set. Has no effect if the specified parameter is already set.
UI manager¶
Wraps MAME’s mame_ui_manager
class, which handles menus and other user
interface functionality.
Instantiation¶
- manager.ui
- Gets the UI manager for the current session.
Methods¶
- ui:get_char_width(ch)
- Gets the width of a Unicode character as a proportion of the width of the UI container in the current font at the configured UI line height.
- ui:get_string_width(str)
- Gets the width of a string as a proportion of the width of the UI container in the current font at the configured UI line height.
- ui:set_aggressive_input_focus(enable)
- On some platforms, this controls whether MAME should accept input focus in more situations than when its windows have UI focus.
- ui:get_general_input_setting(type, [player])
- Gets a description of the configured input sequence for the specified input type and player suitable for using in prompts. The input type is an enumerated value. The player number is a zero-based index. If the player number is not supplied, it is assumed to be zero.
Properties¶
- ui.options (read-only)
- The UI options for the current session.
- ui.line_height (read-only)
- The configured UI text line height as a proportion of the height of the UI container.
- ui.menu_active (read-only)
- A Boolean indicating whether an interactive UI element is currently active. Examples include menus and slider controls.
- ui.single_step (read/write)
- A Boolean controlling whether the emulated system should be automatically paused when the next frame is drawn. This property is automatically reset when the automatic pause happens.
- ui.show_fps (read/write)
- A Boolean controlling whether the current emulation speed and frame skipping settings should be displayed.
- ui.show_profiler (read/write)
- A Boolean controlling whether profiling statistics should be displayed.
System driver metadata¶
Provides some metadata for an emulated system.
Instantiation¶
- emu.driver_find(name)
- Gets the driver metadata for the system with the specified short name, or
nil
if no such system exists. - manager.machine.system
- Gets the driver metadata for the current system.
Properties¶
- driver.name (read-only)
- The short name of the system, as used on the command line, in configuration files, and when searching for resources.
- driver.description (read-only)
- The full display name for the system.
- driver.year (read-only)
- The release year for the system. May contain question marks if not known definitively.
- driver.manufacturer (read-only)
- The manufacturer, developer or distributor of the system.
- driver.parent (read-only)
- The short name of parent system for organisation purposes, or
"0"
if the system has no parent. - driver.compatible_with (read-only)
- The short name of a system that this system is compatible with software for,
or
nil
if the system is not listed as compatible with another system. - driver.source_file (read-only)
- The source file where this system driver is defined. The path format depends on the toolchain the emulator was built with.
- driver.rotation (read-only)
- A string indicating the rotation applied to all screens in the system after
the screen orientation specified in the machine configuration is applied.
Will be one of
"rot0"
,"rot90"
,"rot180"
or"rot270"
. - driver.not_working (read-only)
- A Boolean indicating whether the system is marked as not working.
- driver.supports_save (read-only)
- A Boolean indicating whether the system supports save states.
- driver.no_cocktail (read-only)
- A Boolean indicating whether screen flipping in cocktail mode is unsupported.
- driver.is_bios_root (read-only)
- A Boolean indicating whether this system represents a system that runs software from removable media without media present.
- driver.requires_artwork (read-only)
- A Boolean indicating whether the system requires external artwork to be usable.
- driver.clickable_artwork (read-only)
- A Boolean indicating whether the system requires clickable artwork features to be usable.
- driver.unofficial (read-only)
- A Boolean indicating whether this is an unofficial but common user modification to a system.
- driver.no_sound_hw (read-only)
- A Boolean indicating whether the system has no sound output hardware.
- driver.mechanical (read-only)
- A Boolean indicating whether the system depends on mechanical features that cannot be properly simulated.
- driver.is_incomplete (read-only)
- A Boolean indicating whether the system is a prototype with incomplete functionality.
Lua plugin¶
Provides a description of an available Lua plugin.
Instantiation¶
- manager.plugins[name]
- Gets the description of the Lua plugin with the specified name, or
nil
if no such plugin is available
Properties¶
- plugin.name (read-only)
- The short name of the plugin, used in configuration and when accessing the plugin programmatically.
- plugin.description (read-only)
- The display name for the plugin.
- plugin.type (read-only)
- The plugin type. May be
"plugin"
for user-loadable plugins, or"library"
for libraries providing common functionality to multiple plugins. - plugin.directory (read-only)
- The path to the directory containing the plugin’s files.
- plugin.start (read-only)
- A Boolean indicating whether the plugin enabled.
Devices¶
Several device classes and device mix-ins classes are exposed to Lua. Devices can be looked up by tag or enumerated.
Device enumerators¶
Device enumerators are special containers that allow iterating over devices and
looking up devices by tag. A device enumerator can be created to find any kind
of device, to find devices of a particular type, or to find devices that
implement a particular interface. When iterating using pairs
or ipairs
,
devices are returned by walking the device tree depth-first in creation order.
The index get operator looks up a device by tag. It returns nil
if no
device with the specified tag is found, or if the device with the specified tag
does not meet the type/interface requirements of the device enumerator. The
complexity is O(1) if the result is cached, but an uncached device lookup is
expensive. The at
method has O(n) complexity.
If you create a device enumerator with a starting point other than the root machine device, passing an absolute tag or a tag containing parent references to the index operator may return a device that would not be discovered by iteration. If you create a device enumerator with restricted depth, devices that would not be found due to being too deep in the hierarchy can still be looked up by tag.
Creating a device enumerator with depth restricted to zero can be used to downcast a device or test whether a device implements a certain interface. For example this will test whether a device implements the media image interface:
image_intf = emu.image_enumerator(device, 0):at(1)
if image_intf then
print(string.format("Device %s mounts images", device.tag))
end
Instantiation¶
- manager.machine.devices
- Returns a device enumerator that will iterate over devices in the system.
- manager.machine.palettes
- Returns a device enumerator that will iterate over palette devices in the system.
- manager.machine.screens
- Returns a device enumerator that will iterate over screen devices in the system.
- manager.machine.cassettes
- Returns a device enumerator that will iterate over cassette image devices in the system.
- manager.machine.images
- Returns a device enumerator that will iterate over media image devices in the system.
- manager.machine.slots
- Returns a device enumerator that will iterate over slot devices in the system.
- emu.device_enumerator(device, [depth])
- Returns a device enumerator that will iterate over devices in the sub-tree starting at the specified device. The specified device will be included. If the depth is provided, it must be an integer specifying the maximum number of levels to iterate below the specified device (i.e. 1 will limit iteration to the device and its immediate children).
- emu.palette_enumerator(device, [depth])
- Returns a device enumerator that will iterate over palette devices in the sub-tree starting at the specified device. The specified device will be included if it is a palette device. If the depth is provided, it must be an integer specifying the maximum number of levels to iterate below the specified device (i.e. 1 will limit iteration to the device and its immediate children).
- emu.screen_enumerator(device, [depth])
- Returns a device enumerator that will iterate over screen devices in the sub-tree starting at the specified device. The specified device will be included if it is a screen device. If the depth is provided, it must be an integer specifying the maximum number of levels to iterate below the specified device (i.e. 1 will limit iteration to the device and its immediate children).
- emu.cassette_enumerator(device, [depth])
- Returns a device enumerator that will iterate over cassette image devices in the sub-tree starting at the specified device. The specified device will be included if it is a cassette image device. If the depth is provided, it must be an integer specifying the maximum number of levels to iterate below the specified device (i.e. 1 will limit iteration to the device and its immediate children).
- emu.image_enumerator(device, [depth])
- Returns a device enumerator that will iterate over media image devices in the sub-tree starting at the specified device. The specified device will be included if it is a media image device. If the depth is provided, it must be an integer specifying the maximum number of levels to iterate below the specified device (i.e. 1 will limit iteration to the device and its immediate children).
- emu.slot_enumerator(device, [depth])
- Returns a device enumerator that will iterate over slot devices in the sub-tree starting at the specified device. The specified device will be included if it is a slot device. If the depth is provided, it must be an integer specifying the maximum number of levels to iterate below the specified device (i.e. 1 will limit iteration to the device and its immediate children).
Device¶
Wraps MAME’s device_t
class, which is a base of all device classes.
Instantiation¶
- manager.machine.devices[tag]
- Gets a device by tag relative to the root machine device, or
nil
if no such device exists. - manager.machine.devices[tag]:subdevice(tag)
- Gets a device by tag relative to another arbitrary device, or
nil
if no such device exists.
Methods¶
- device:subtag(tag)
- Converts a tag relative to the device to an absolute tag.
- device:siblingtag(tag)
- Converts a tag relative to the device’s parent device to an absolute tag.
- device:memshare(tag)
- Gets a memory share by tag relative to the
device, or
nil
if no such memory share exists. - device:membank(tag)
- Gets a memory bank by tag relative to the
device, or
nil
if no such memory bank exists. - device:memregion(tag)
- Gets a memory region by tag relative to the
device, or
nil
if no such memory region exists. - device:ioport(tag)
- Gets an I/O port by tag relative to the
device, or
nil
if no such I/O port exists. - device:subdevice(tag)
- Gets a device by tag relative to the device.
- device:siblingdevice(tag)
- Gets a device by tag relative to the device’s parent.
- device:parameter(tag)
- Gets a parameter value by tag relative to the device, or an empty string if the parameter is not set.
Properties¶
- device.tag (read-only)
- The device’s absolute tag in canonical form.
- device.basetag (read-only)
- The last component of the device’s tag (i.e. its tag relative to its
immediate parent), or
"root"
for the root machine device. - device.name (read-only)
- The full display name for the device’s type.
- device.shortname (read-only)
- The short name of the devices type (this is used, e.g. on the command line, when looking for resource like ROMs or artwork, and in various data files).
- device.owner (read-only)
- The device’s immediate parent in the device tree, or
nil
for the root machine device. - device.configured (read-only)
- A Boolean indicating whether the device has completed configuration.
- device.started (read-only)
- A Boolean indicating whether the device has completed starting.
- device.debug (read-only)
- The debugger interface to the device if
it is a CPU device, or
nil
if it is not a CPU device or the debugger is not enabled. - device.spaces[] (read-only)
- A table of the device’s address spaces, indexed by name. Only valid for devices that implement the memory interface. Note that the names are specific to the device type and have no special significance.
Palette device¶
Wraps MAME’s device_palette_interface
class, which represents a device that
translates pen values to colours.
Colours are represented in alpha/red/green/blue (ARGB) format. Channel values range from 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. Channel values are packed into the bytes of 32-bit unsigned integers, in the order alpha, red, green, blue from most-significant to least-significant byte.
Instantiation¶
- manager.machine.palettes[tag]
- Gets a palette device by tag relative to the root machine device, or
nil
if no such device exists or it is not a palette device.
Methods¶
- palette:pen(index)
- Gets the remapped pen number for the specified palette index.
- palette:pen_color(pen)
- Gets the colour for the specified pen number.
- palette:pen_contrast(pen)
- Gets the contrast value for the specified pen number. The contrast is a floating-point number.
- palette:pen_indirect(index)
- Gets the indirect pen index for the specified palette index.
- palette:indirect_color(index)
- Gets the indirect pen colour for the specified palette index.
- palette:set_pen_color(pen, color)
- Sets the colour for the specified pen number. The colour may be specified as a single packed 32-bit value; or as individual red, green and blue channel values, in that order.
- palette:set_pen_red_level(pen, level)
- Sets the red channel value of the colour for the specified pen number. Other channel values are not affected.
- palette:set_pen_green_level(pen, level)
- Sets the green channel value of the colour for the specified pen number. Other channel values are not affected.
- palette:set_pen_blue_level(pen, level)
- Sets the blue channel value of the colour for the specified pen number. Other channel values are not affected.
- palette:set_pen_contrast(pen, factor)
- Sets the contrast value for the specified pen number. The value must be a floating-point number.
- palette:set_pen_indirect(pen, index)
- Sets the indirect pen index for the specified pen number.
- palette:set_indirect_color(index, color)
- Sets the indirect pen colour for the specified palette index. The colour may be specified as a single packed 32-bit value; or as individual red, green and blue channel values, in that order.
- palette:set_shadow_factor(factor)
- Sets the contrast value for the current shadow group. The value must be a floating-point number.
- palette:set_highlight_factor(factor)
- Sets the contrast value for the current highlight group. The value must be a floating-point number.
- palette:set_shadow_mode(mode)
- Sets the shadow mode. The value is the index of the desired shadow table.
Properties¶
- palette.palette (read-only)
- The underlying palette managed by the device.
- palette.entries (read-only)
- The number of colour entries in the palette.
- palette.indirect_entries (read-only)
- The number of indirect pen entries in the palette.
- palette.black_pen (read-only)
- The index of the fixed black pen entry.
- palette.white_pen (read-only)
- The index of the fixed white pen.
- palette.shadows_enabled (read-only)
- A Boolean indicating whether shadow colours are enabled.
- palette.highlights_enabled (read-only)
- A Boolean indicating whether highlight colours are enabled.
- palette.device (read-only)
- The underlying device.
Screen device¶
Wraps MAME’s screen_device
class, which represents an emulated video output.
Instantiation¶
- manager.machine.screens[tag]
- Gets a screen device by tag relative to the root machine device, or
nil
if no such device exists or it is not a screen device.
Methods¶
- screen:orientation()
- Returns the rotation angle in degrees (will be one of 0, 90, 180 or 270), whether the screen is flipped left-to-right, and whether the screen is flipped top-to-bottom. This is the final screen orientation after the screen orientation specified in the machine configuration and the rotation for the system driver are applied.
- screen:time_until_pos(v, [h])
- Gets the time remaining until the raster reaches the specified position. If the horizontal component of the position is not specified, it defaults to zero (0, i.e. the beginning of the line). The result is a floating-point number in units of seconds.
- screen:time_until_vblank_start()
- Gets the time remaining until the start of the vertical blanking interval. The result is a floating-point number in units of seconds.
- screen:time_until_vblank_end()
- Gets the time remaining until the end of the vertical blanking interval. The result is a floating-point number in units of seconds.
- screen:snapshot([filename])
Saves a screen snapshot in PNG format. If no filename is supplied, the configured snapshot path and name format will be used. If the supplied filename is not an absolute path, it is interpreted relative to the first configured snapshot path. The filename may contain conversion specifiers that will be replaced by the system name or an incrementing number.
Returns a file error if opening the snapshot file failed, or
nil
otherwise.- screen:pixel(x, y)
- Gets the pixel at the specified location. Coordinates are in pixels, with the origin at the top left corner of the visible area, increasing to the right and down. Returns either a palette index or a colour in RGB format packed into a 32-bit integer. Returns zero (0) if the specified point is outside the visible area.
- screen:pixels()
Returns all visible pixels, the visible area width and visible area height.
Pixels are returned as 32-bit integers packed into a binary string in host Endian order. Pixels are organised in row-major order, from left to right then top to bottom. Pixels values are either palette indices or colours in RGB format packed into 32-bit integers.
- screen:draw_box(left, top, right, bottom, [line], [fill])
Draws an outlined rectangle with edges at the specified positions.
Coordinates are floating-point numbers in units of emulated screen pixels, with the origin at (0, 0). Note that emulated screen pixels often aren’t square. The coordinate system is rotated if the screen is rotated, which is usually the case for vertical-format screens. Before rotation, the origin is at the top left, and coordinates increase to the right and downwards. Coordinates are limited to the screen area.
The fill and line colours are in alpha/red/green/blue (ARGB) format. Channel values are in the range 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. The channel values must be packed into the bytes of a 32-bit unsigned integer, in the order alpha, red, green, blue from most-significant to least-significant byte. If the line colour is not provided, the UI text colour is used; if the fill colour is not provided, the UI background colour is used.
- screen:draw_line(x0, y0, x1, y1, [color])
Draws a line from (x0, y0) to (x1, y1).
Coordinates are floating-point numbers in units of emulated screen pixels, with the origin at (0, 0). Note that emulated screen pixels often aren’t square. The coordinate system is rotated if the screen is rotated, which is usually the case for vertical-format screens. Before rotation, the origin is at the top left, and coordinates increase to the right and downwards. Coordinates are limited to the screen area.
The line colour is in alpha/red/green/blue (ARGB) format. Channel values are in the range 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. The channel values must be packed into the bytes of a 32-bit unsigned integer, in the order alpha, red, green, blue from most-significant to least-significant byte. If the line colour is not provided, the UI text colour is used.
- screen:draw_text(x|justify, y, text, [foreground], [background])
Draws text at the specified position. If the screen is rotated the text will be rotated.
If the first argument is a number, the text will be left-aligned at this X coordinate. If the first argument is a string, it must be
"left"
,"center"
or"right"
to draw the text left-aligned at the left edge of the screen, horizontally centred on the screen, or right-aligned at the right edge of the screen, respectively. The second argument specifies the Y coordinate of the maximum ascent of the text.Coordinates are floating-point numbers in units of emulated screen pixels, with the origin at (0, 0). Note that emulated screen pixels often aren’t square. The coordinate system is rotated if the screen is rotated, which is usually the case for vertical-format screens. Before rotation, the origin is at the top left, and coordinates increase to the right and downwards. Coordinates are limited to the screen area.
The foreground and background colours are in alpha/red/green/blue (ARGB) format. Channel values are in the range 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. The channel values must be packed into the bytes of a 32-bit unsigned integer, in the order alpha, red, green, blue from most-significant to least-significant byte. If the foreground colour is not provided, the UI text colour is used; if the background colour is not provided, it is fully transparent.
Properties¶
- screen.width (read-only)
- The width of the bitmap produced by the emulated screen in pixels.
- screen.height (read-only)
- The height of the bitmap produced by the emulated screen in pixels.
- screen.refresh (read-only)
- The screen’s configured refresh rate in Hertz (this may not reflect the current value).
- screen.refresh_attoseconds (read-only)
- The screen’s configured refresh interval in attoseconds (this may not reflect the current value).
- screen.xoffset (read-only)
- The screen’s default X position offset. This is a floating-point number where one (1) corresponds to the X size of the screen’s container. This may be useful for restoring the default after adjusting the X offset via the screen’s container.
- screen.yoffset (read-only)
- The screen’s default Y position offset. This is a floating-point number where one (1) corresponds to the Y size of the screen’s container. This may be useful for restoring the default after adjusting the Y offset via the screen’s container.
- screen.xscale (read-only)
- The screen’s default X scale factor, as a floating-point number. This may be useful for restoring the default after adjusting the X scale via the screen’s container.
- screen.yscale (read-only)
- The screen’s default Y scale factor, as a floating-point number. This may be useful for restoring the default after adjusting the Y scale via the screen’s container.
- screen.pixel_period (read-only)
- The interval taken to draw a horizontal pixel, as a floating-point number in units of seconds.
- screen.scan_period (read-only)
- The interval taken to draw a scan line (including the horizontal blanking interval), as a floating-point number in units of seconds.
- screen.frame_period (read-only)
- The interval taken to draw a complete frame (including blanking intervals), as a floating-point number in units of seconds.
- screen.frame_number (read-only)
- The current frame number for the screen. This increments monotonically each frame interval.
- screen.container (read-only)
- The render container used to draw the screen.
- screen.palette (read-only)
- The palette device used to translate
pixel values to colours, or
nil
if the screen uses a direct colour pixel format.
Cassette image device¶
Wraps MAME’s cassette_image_device
class, representing a compact cassette
mechanism typically used by a home computer for program storage.
Instantiation¶
- manager.machine.cassettes[tag]
- Gets a cassette image device by tag relative to the root machine device, or
nil
if no such device exists or it is not a cassette image device.
Base classes¶
Methods¶
- cassette:stop()
- Disables playback.
- cassette:play()
- Enables playback. The cassette will play if the motor is enabled.
- cassette:forward()
- Sets forward play direction.
- cassette:reverse()
- Sets reverse play direction.
- cassette:seek(time, whence)
- Jump to the specified position on the tape. The time is a floating-point
number in units of seconds, relative to the point specified by the whence
argument. The whence argument must be one of
"set"
,"cur"
or"end"
to seek relative to the start of the tape, the current position, or the end of the tape, respectively.
Properties¶
- cassette.is_stopped (read-only)
- A Boolean indicating whether the cassette is stopped (i.e. not recording and not playing).
- cassette.is_playing (read-only)
- A Boolean indicating whether playback is enabled (i.e. the cassette will play if the motor is enabled).
- cassette.is_recording (read-only)
- A Boolean indicating whether recording is enabled (i.e. the cassette will record if the motor is enabled).
- cassette.motor_state (read/write)
- A Boolean indicating whether the cassette motor is enabled.
- cassette.speaker_state (read/write)
- A Boolean indicating whether the cassette speaker is enabled.
- cassette.position (read-only)
- The current position as a floating-point number in units of seconds relative to the start of the tape.
- cassette.length (read-only)
- The length of the tape as a floating-point number in units of seconds, or zero (0) if no tape image is mounted.
Image device interface¶
Wraps MAME’s device_image_interface
class which is a mix-in implemented by
devices that can load media image files.
Instantiation¶
- manager.machine.images[tag]
- Gets an image device by tag relative to the root machine device, or
nil
if no such device exists or it is not a media image device.
Methods¶
- image:load(filename)
- Loads the specified file as a media image. Returns
"pass"
or"fail"
. - image:load_software(name)
- Loads a media image described in a software list. Returns
"pass"
or"fail"
. - image:unload()
- Unloads the mounted image.
- image:create(filename)
- Creates and mounts a media image file with the specified name. Returns
"pass"
or"fail"
. - image:display()
- Returns a “front panel display” string for the device, if supported. This can be used to show status information, like the current head position or motor state.
Properties¶
- image.is_readable (read-only)
- A Boolean indicating whether the device supports reading.
- image.is_writeable (read-only)
- A Boolean indicating whether the device supports writing.
- image.must_be_loaded (read-only)
- A Boolean indicating whether the device requires a media image to be loaded in order to start.
- image.is_reset_on_load (read-only)
- A Boolean indicating whether the device requires a hard reset to change media images (usually for cartridge slots that contain hardware in addition to memory chips).
- image.image_type_name (read-only)
- A string for categorising the media device.
- image.instance_name (read-only)
- The instance name of the device in the current configuration. This is used for setting the media image to load on the command line or in INI files. This is not stable, it may have a number appended that may change depending on slot configuration.
- image.brief_instance_name (read-only)
- The brief instance name of the device in the current configuration. This is used for setting the media image to load on the command line or in INI files. This is not stable, it may have a number appended that may change depending on slot configuration.
- image.formatlist[] (read-only)
- The media image formats supported by the
device, indexed by name. The index operator and
index_of
methods have O(n) complexity; all other supported operations have O(1) complexity. - image.exists (read-only)
- A Boolean indicating whether a media image file is mounted.
- image.readonly (read-only)
- A Boolean indicating whether a media image file is mounted in read-only mode.
- image.filename (read-only)
- The full path to the mounted media image file, or
nil
if no media image is mounted. - image.crc (read-only)
- The 32-bit cyclic redundancy check of the content of the mounted image file if the mounted media image was not loaded from a software list, is mounted read-only and is not a CD-ROM, or zero (0) otherwise.
- image.loaded_through_softlist (read-only)
- A Boolean indicating whether the mounted media image was loaded from a
software list, or
false
if no media image is mounted. - image.software_list_name (read-only)
- The short name of the software list if the mounted media image was loaded from a software list.
- image.software_longname (read-only)
- The full name of the software item if the mounted media image was loaded
from a software list, or
nil
otherwise. - image.software_publisher (read-only)
- The publisher of the software item if the mounted media image was loaded
from a software list, or
nil
otherwise. - image.software_year (read-only)
- The release year of the software item if the mounted media image was loaded
from a software list, or
nil
otherwise. - image.software_parent (read-only)
- The short name of the parent software item if the mounted media image was
loaded from a software list, or
nil
otherwise. - image.device (read-only)
- The underlying device.
Slot device interface¶
Wraps MAME’s device_slot_interface
class which is a mix-in implemented by
devices that instantiate a user-specified child device.
Instantiation¶
- manager.machine.slots[tag]
- Gets an slot device by tag relative to the root machine device, or
nil
if no such device exists or it is not a slot device.
Properties¶
- slot.fixed (read-only)
- A Boolean indicating whether this is a slot with a card specified in machine configuration that cannot be changed by the user.
- slot.has_selectable_options (read-only)
- A Boolean indicating whether the slot has any user-selectable options (as opposed to options that can only be selected programmatically, typically for fixed slots or to load media images).
- slot.options[] (read-only)
- The slot options describing the child
devices that can be instantiated by the slot, indexed by option value. The
at
andindex_of
methods have O(n) complexity; all other supported operations have O(1) complexity. - slot.device (read-only)
- The underlying device.
Media image format¶
Wraps MAME’s image_device_format
class, which describes a media file format
supported by a media image device.
Instantiation¶
- manager.machine.images[tag].formatlist[name]
- Gets a media image format supported by a given device by name.
Properties¶
- format.name (read-only)
- An abbreviated name used to identify the format. This often matches the primary filename extension used for the format.
- format.description (read-only)
- The full display name of the format.
- format.extensions[] (read-only)
- Yields a table of filename extensions used for the format.
- format.option_spec (read-only)
- A string describing options available when creating a media image using this format. The string is not intended to be human-readable.
Slot option¶
Wraps MAME’s device_slot_interface::slot_option
class, which represents a
child device that a slot device can be
configured to instantiate.
Instantiation¶
- manager.machine.slots[tag].options[name]
- Gets a slot option for a given slot device by name (i.e. the value used to select the option).
Properties¶
- option.name (read-only)
- The name of the slot option. This is the value used to select this option on the command line or in an INI file.
- option.device_fullname (read-only)
- The full display name of the device type instantiated by this option.
- option.device_shortname (read-only)
- The short name of the device type instantiated by this option.
- option.selectable (read-only)
- A Boolean indicating whether the option may be selected by the user (options that are not user-selectable are typically used for fixed slots or to load media images).
- option.default_bios (read-only)
- The default BIOS setting for the device instantiated using this option, or
nil
if the default BIOS specified in the device’s ROM definitions will be used. - option.clock (read-only)
- The configured clock frequency for the device instantiated using this option. This is an unsigned 32-bit integer. If the eight most-significant bits are all set, it is a ratio of the parent device’s clock frequency, with the numerator in bits 12-23 and the denominator in bits 0-11. If the eight most-significant bits are not all set, it is a frequency in Hertz.
Memory system¶
MAME’s Lua interface exposes various memory system objects, including address spaces, memory shares, memory banks, and memory regions. Scripts can read from and write to the emulated memory system.
Memory manager¶
Wraps MAME’s memory_manager
class, which allows the memory shares, banks and
regions in a system to be enumerated.
Instantiation¶
- manager.machine.memory
- Gets the global memory manager instance for the emulated system.
Properties¶
- memory.shares[]
- The memory shares in the system, indexed by
absolute tag. The
at
andindex_of
methods have O(n) complexity; all other supported operations have O(1) complexity. - memory.banks[]
- The memory banks in the system, indexed by
absolute tag. The
at
andindex_of
methods have O(n) complexity; all other supported operations have O(1) complexity. - memory.regions[]
- The memory regions in the system, indexed
by absolute tag. The
at
andindex_of
methods have O(n) complexity; all other supported operations have O(1) complexity.
Address space¶
Wraps MAME’s address_space
class, which represent’s an address space
belonging to a device.
Instantiation¶
- manager.machine.devices[tag].spaces[name]
- Gets the address space with the specified name for a given device. Note that names are specific to the device type.
Methods¶
- space:read_i{8,16,32,64}(addr)
- Reads a signed integer value of the size in bits from the specified address.
- space:read_u{8,16,32,64}(addr)
- Reads an unsigned integer value of the size in bits from the specified address.
- space:write_i{8,16,32,64}(addr, val)
- Writes a signed integer value of the size in bits to the specified address.
- space:write_u{8,16,32,64}(addr, val)
- Writes an unsigned integer value of the size in bits to the specified address.
- space:readv_i{8,16,32,64}(addr)
- Reads a signed integer value of the size in bits from the specified virtual address. The address is translated with the debug read intent. Returns zero if address translation fails.
- space:readv_u{8,16,32,64}(addr)
- Reads an unsigned integer value of the size in bits from the specified virtual address. The address is translated with the debug read intent. Returns zero if address translation fails.
- space:writev_i{8,16,32,64}(addr, val)
- Writes a signed integer value of the size in bits to the specified virtual address. The address is translated with the debug write intent. Does not write if address translation fails.
- space:writev_u{8,16,32,64}(addr, val)
- Writes an unsigned integer value of the size in bits to the specified virtual address. The address is translated with the debug write intent. Does not write if address translation fails.
- space:read_direct_i{8,16,32,64}(addr)
- Reads a signed integer value of the size in bits from the specified address one byte at a time by obtaining a read pointer for each byte address. If a read pointer cannot be obtained for a byte address, the corresponding result byte will be zero.
- space:read_direct_u{8,16,32,64}(addr)
- Reads an unsigned integer value of the size in bits from the specified address one byte at a time by obtaining a read pointer for each byte address. If a read pointer cannot be obtained for a byte address, the corresponding result byte will be zero.
- space:write_direct_i{8,16,32,64}(addr, val)
- Writes a signed integer value of the size in bits to the specified address one byte at a time by obtaining a write pointer for each byte address. If a write pointer cannot be obtained for a byte address, the corresponding byte will not be written.
- space:write_direct_u{8,16,32,64}(addr, val)
- Writes an unsigned integer value of the size in bits to the specified address one byte at a time by obtaining a write pointer for each byte address. If a write pointer cannot be obtained for a byte address, the corresponding byte will not be written.
- space:read_range(start, end, width, [step])
- Reads a range of addresses as a binary string. The end address must be greater than or equal to the start address. The width must be 8, 16, 30 or 64. If the step is provided, it must be a positive number of elements.
- space:add_change_notifier(callback)
Add a callback to receive notifications for handler changes in address space. The callback function is passed a single string as an argument, either
r
if read handlers have potentially changed,w
if write handlers have potentially changed, orrw
if both read and write handlers have potentially changed.Returns a notifier subscription.
- space:install_read_tap(start, end, name, callback)
Installs a pass-through handler that will receive notifications on reads from the specified range of addresses in the address space. The start and end addresses are inclusive. The name must be a string, and the callback must be a function.
The callback is passed three arguments for the access offset, the data read, and the memory access mask. The offset is the absolute offset into the address space. To modify the data being read, return the modified value from the callback function as an integer. If the callback does not return an integer, the data will not be modified.
- space:install_write_tap(start, end, name, callback)
Installs a pass-through handler that will receive notifications on write to the specified range of addresses in the address space. The start and end addresses are inclusive. The name must be a string, and the callback must be a function.
The callback is passed three arguments for the access offset, the data written, and the memory access mask. The offset is the absolute offset into the address space. To modify the data being written, return the modified value from the callback function as an integer. If the callback does not return an integer, the data will not be modified.
Properties¶
- space.name (read-only)
- The display name for the address space.
- space.shift (read-only)
- The address granularity for the address space specified as the shift required to translate a byte address to a native address. Positive values shift towards the most significant bit (left) and negative values shift towards the least significant bit (right).
- space.index (read-only)
- The zero-based space index. Some space indices have special meanings for the debugger.
- space.address_mask (read-only)
- The address mask for the space.
- space.data_width (read-only)
- The data width for the space in bits.
- space.endianness (read-only)
- The Endianness of the space (
"big"
or"little"
). - space.map (read-only)
- The configured address map for the space or
nil
.
Pass-through handler¶
Tracks a pass-through handler installed in an address space. A memory pass-through handler receives notifications on accesses to a specified range of addresses, and can modify the data that is read or written if desired.
Instantiation¶
- manager.machine.devices[tag].spaces[name]:install_read_tap(start, end, name, callback)
- Installs a pass-through handler that will receive notifications on reads from the specified range of addresses in an address space.
- manager.machine.devices[tag].spaces[name]:install_write_tap(start, end, name, callback)
- Installs a pass-through handler that will receive notifications on writes to the specified range of addresses in an address space.
Methods¶
- passthrough:reinstall()
- Reinstalls the pass-through handler in the address space. May be necessary if the handler is removed due to other changes to handlers in the address space.
- passthrough:remove()
- Removes the pass-through handler from the address space. The associated callback will not be called in response to future memory accesses.
Properties¶
- passthrough.addrstart (read-only)
- The inclusive start address of the address range monitored by the pass-through handler (i.e. the lowest address that the handler will be notified for).
- passthrough.addrend (read-only)
- The inclusive end address of the address range monitored by the pass-through handler (i.e. the highest address that the handler will be notified for).
- passthrough.name (read-only)
- The display name for the pass-through handler.
Address map¶
Wraps MAME’s address_map
class, used to configure handlers for an address
space.
Instantiation¶
- manager.machine.devices[tag].spaces[name].map
- Gets the configured address map for an address space, or
nil
if no map is configured.
Properties¶
- map.spacenum (read-only)
- The address space number of the address space the map is associated with.
- map.device (read-only)
- The device that owns the address space the map is associated with.
- map.unmap_value (read-only)
- The constant value to return from unmapped reads.
- map.global_mask (read-only)
- Global mask to be applied to all addresses when accessing the space.
- map.entries[] (read-only)
- The configured entries in the address
map. Uses 1-based integer indices. The index operator and the
at
method have O(n) complexity.
Address map entry¶
Wraps MAME’s address_map_entry
class, representing an entry in a configured
address map.
Instantiation¶
- manager.machine.devices[tag].spaces[name].map.entries[index]
- Gets an entry from the configured map for an address space.
Properties¶
- entry.address_start (read-only)
- Start address of the entry’s range.
- entry.address_end (read-only)
- End address of the entry’s range (inclusive).
- entry.address_mirror (read-only)
- Address mirror bits.
- entry.address_mask (read-only)
- Address mask bits. Only valid for handlers.
- entry.mask (read-only)
- Lane mask, indicating which data lines on the bus are connected to the handler.
- entry.cswidth (read-only)
- The trigger width for a handler that isn’t connected to all the data lines.
- entry.read (read-only)
- Additional data for the read handler.
- entry.write (read-only)
- Additional data for the write handler.
- entry.share (read-only)
- Memory share tag for making RAM entries accessible or
nil
. - entry.region (read-only)
- Explicit memory region tag for ROM entries, or
nil
. For ROM entries,nil
infers the region from the device tag. - entry.region_offset (read-only)
- Starting offset in memory region for ROM entries.
Address map handler data¶
Wraps MAME’s map_handler_data
class, which provides configuration data to
handlers in address maps.
Instantiation¶
- manager.machine.devices[tag].spaces[name].map.entries[index].read
- Gets the read handler data for an address map entry.
- manager.machine.devices[tag].spaces[name].map.entries[index].write
- Gets the write handler data for an address map entry.
Properties¶
- data.handlertype (read-only)
- Handler type. Will be one of
"none"
,"ram"
,"rom"
,"nop"
,"unmap"
,"delegate"
,"port"
,"bank"
,"submap"
, or"unknown"
. Note that multiple handler type values can yield"delegate"
or"unknown"
. - data.bits (read-only)
- Data width for the handler in bits.
- data.name (read-only)
- Display name for the handler, or
nil
. - data.tag (read-only)
- Tag for I/O ports and memory banks, or
nil
.
Memory bank¶
Wraps MAME’s memory_bank
class, representing a named memory zone
indirection.
Instantiation¶
- manager.machine.memory.banks[tag]
- Gets a memory region by absolute tag, or
nil
if no such memory bank exists. - manager.machine.devices[tag]:membank(tag)
- Gets a memory region by tag relative to a device, or
nil
if no such memory bank exists.
Properties¶
- bank.tag (read-only)
- The absolute tag of the memory bank.
- bank.entry (read/write)
- The currently selected zero-based entry number.
Memory region¶
Wraps MAME’s memory_region
class, representing a memory region used to store
read-only data like ROMs or the result of fixed decryptions.
Instantiation¶
- manager.machine.memory.regions[tag]
- Gets a memory region by absolute tag, or
nil
if no such memory region exists. - manager.machine.devices[tag]:memregion(tag)
- Gets a memory region by tag relative to a device, or
nil
if no such memory region exists.
Methods¶
- region:read_i{8,16,32,64}(offs)
- Reads a signed integer value of the size in bits from the specified offset in the memory region.
- region:read_u{8,16,32,64}(offs)
- Reads an unsigned integer value of the size in bits from the specified offset in the memory region.
- region:write_i{8,16,32,64}(offs, val)
- Writes a signed integer value of the size in bits to the specified offset in the memory region.
- region:write_u{8,16,32,64}(offs, val)
- Writes an unsigned integer value of the size in bits to the specified offset in the memory region.
Properties¶
- region.tag (read-only)
- The absolute tag of the memory region.
- region.size (read-only)
- The size of the memory region in bytes.
- region.length (read-only)
- The length of the memory region in native width elements.
- region.endianness (read-only)
- The Endianness of the memory region (
"big"
or"little"
). - region.bitwidth (read-only)
- The native element width of the memory region in bits.
- region.bytewidth (read-only)
- The native element width of the memory region in bytes.
Input system¶
Allows scripts to get input from the user, and access I/O ports in the emulated system.
I/O port manager¶
Wraps MAME’s ioport_manager
class, which provides access to emulated I/O
ports and handles input configuration.
Instantiation¶
- manager.machine.ioport
- Gets the global I/O port manager instance for the emulated machine.
Methods¶
- ioport:count_players()
- Returns the number of player controllers in the system.
- ioport:type_pressed(type, [player])
- Returns a Boolean indicating whether the specified input is currently pressed. The input type may be an enumerated value or an input type entry. If the input type is an enumerated value, the player number may be supplied as a zero-based index; if the player number is not supplied, it is assumed to be zero. If the input type is an input type entry, the player number may not be supplied separately.
- ioport:type_name(type, [player])
- Returns the display name for the specified input type and player number. The input type is an enumerated value. The player number is a zero-based index. If the player number is not supplied, it is assumed to be zero.
- ioport:type_group(type, player)
Returns the input group for the specified input type and player number. The input type is an enumerated value. The player number is a zero-based index. Returns an integer giving the grouping for the input. If the player number is not supplied, it is assumed to be zero.
This should be called with values obtained from I/O port fields to provide canonical grouping in an input configuration UI.
- ioport:type_seq(type, [player], [seqtype])
Get the configured input sequence for the specified input type, player number and sequence type. The input type may be an enumerated value or an input type entry. If the input type is an enumerated value, the player number may be supplied as a zero-based index; if the player number is not supplied, it is assumed to be zero. If the input type is an input type entry, the player number may not be supplied separately. If the sequence type is supplied, it must be
"standard"
,"increment"
or"decrement"
; if it is not supplied, it is assumed to be"standard"
.This provides access to general input configuration.
- ioport:set_type_seq(type, [player], seqtype, seq)
Set the configured input sequence for the specified input type, player number and sequence type. The input type may be an enumerated value or an input type entry. If the input type is an enumerated value, the player number must be supplied as a zero-based index. If the input type is an input type entry, the player number may not be supplied separately. The sequence type must be
"standard"
,"increment"
or"decrement"
.This allows general input configuration to be set.
- ioport:token_to_input_type(string)
- Returns the input type and player number for the specified input type token string.
- ioport:input_type_to_token(type, [player])
- Returns the token string for the specified input type and player number. If the player number is not supplied, it assumed to be zero.
Properties¶
- ioport.types[] (read-only)
- Gets the supported input types. Keys are arbitrary indices. All supported operations have O(1) complexity.
- ioport.ports[]
- Gets the emulated I/O ports in the
system. Keys are absolute tags. The
at
andindex_of
methods have O(n) complexity; all other supported operations have O(1) complexity.
Natural keyboard manager¶
Wraps MAME’s natural_keyboard
class, which manages emulated keyboard and
keypad inputs.
Instantiation¶
- manager.machine.natkeyboard
- Gets the global natural keyboard manager instance for the emulated machine.
Methods¶
- natkeyboard:post(text)
- Post literal text to the emulated machine. The machine must have keyboard inputs with character bindings, and the correct keyboard input device must be enabled.
- natkeyboard:post_coded(text)
Post text to the emulated machine. Brace-enclosed codes are interpreted in the text. The machine must have keyboard inputs with character bindings, and the correct keyboard input device must be enabled.
The recognised codes are
{BACKSPACE}
,{BS}
,{BKSP}
,{DEL}
,{DELETE}
,{END}
,{ENTER}
,{ESC}
,{HOME}
,{INS}
,{INSERT}
,{PGDN}
,{PGUP}
,{SPACE}
,{TAB}
,{F1}
,{F2}
,{F3}
,{F4}
,{F5}
,{F6}
,{F7}
,{F8}
,{F9}
,{F10}
,{F11}
,{F12}
, and{QUOTE}
.- natkeyboard:paste()
- Post the contents of the host clipboard to the emulated machine. The machine must have keyboard inputs with character bindings, and the correct keyboard input device must be enabled.
- natkeyboard:dump()
- Returns a string with a human-readable description of the keyboard and keypad input devices in the system, whether they are enabled, and their character bindings.
Properties¶
- natkeyboard.empty (read-only)
- A Boolean indicating whether the natural keyboard manager’s input buffer is empty.
- natkeyboard.full (read-only)
- A Boolean indicating whether the natural keyboard manager’s input buffer is full.
- natkeyboard.can_post (read-only)
- A Boolean indicating whether the emulated system supports posting character data via the natural keyboard manager.
- natkeyboard.is_posting (read-only)
- A Boolean indicating whether posted character data is currently being delivered to the emulated system.
- natkeyboard.in_use (read/write)
- A Boolean indicating whether “natural keyboard” mode is enabled. When “natural keyboard” mode is enabled, the natural keyboard manager translates host character input to emulated system keystrokes.
- natkeyboard.keyboards[]
- Gets the keyboard/keypad input devices in the emulated system, indexed by absolute device tag. Index get has O(n) complexity; all other supported operations have O(1) complexity.
Keyboard input device¶
Represents a keyboard or keypad input device managed by the natural keyboard manager.
Instantiation¶
- manager.machine.natkeyboard.keyboards[tag]
- Gets the keyboard input device with the specified tag, or
nil
if the tag does not correspond to a keyboard input device.
Properties¶
- keyboard.device (read-only)
- The underlying device.
- keyboard.tag (read-only)
- The absolute tag of the underlying device.
- keyboard.basetag (read-only)
- The last component of the tag of the underlying device, or
"root"
for the root machine device. - keyboard.name (read-only)
- The human-readable description of the underlying device type.
- keyboard.shortname (read-only)
- The identifier for the underlying device type.
- keyboard.is_keypad (read-only)
- A Boolean indicating whether the underlying device has keypad inputs but no keyboard inputs. This is used when determining which keyboard input devices should be enabled by default.
- keyboard.enabled (read/write)
- A Boolean indicating whether the device’s keyboard and/or keypad inputs are enabled.
I/O port¶
Wraps MAME’s ioport_port
class, representing an emulated I/O port.
Instantiation¶
- manager.machine.ioport.ports[tag]
- Gets an emulated I/O port by absolute tag, or
nil
if the tag does not correspond to an I/O port. - manager.machine.devices[devtag]:ioport(porttag)
- Gets an emulated I/O port by tag relative to a device, or
nil
if no such I/O port exists.
Methods¶
- port:read()
- Read the current input value. Returns a 32-bit integer.
- port:write(value, mask)
- Write to the I/O port output fields that are set in the specified mask. The value and mask must be 32-bit integers. Note that this does not set values for input fields.
- port:field(mask)
- Get the first I/O port field corresponding
to the bits that are set in the specified mask, or
nil
if there is no corresponding field.
Properties¶
- port.device (read-only)
- The device that owns the I/O port.
- port.tag (read-only)
- The absolute tag of the I/O port
- port.active (read-only)
- A mask indicating which bits of the I/O port correspond to active fields (i.e. not unused or unassigned bits).
- port.live (read-only)
- The live state of the I/O port.
- port.fields[] (read-only)
- Gets a table of fields indexed by name.
I/O port field¶
Wraps MAME’s ioport_field
class, representing a field within an I/O port.
Instantiation¶
- manager.machine.ioport.ports[tag]:field(mask)
- Gets a field for the given port by bit mask.
- manager.machine.ioport.ports[tag].fields[name]
- Gets a field for the given port by display name.
Methods¶
- field:set_value(value)
- Set the value of the I/O port field. For digital fields, the value is compared to zero to determine whether the field should be active; for analog fields, the value must be right-aligned and in the correct range.
- field:clear_value()
- Clear programmatically overridden value and restore the field’s regular behaviour.
- field:set_input_seq(seqtype, seq)
- Set the input sequence for the
specified sequence type. This is used to configure per-machine input
settings. The sequence type must be
"standard"
,"increment"
or"decrement"
. - field:input_seq(seq_type)
- Get the configured input sequence for the
specified sequence type. This gets per-machine input assignments. The
sequence type must be
"standard"
,"increment"
or"decrement"
. - field:set_default_input_seq(seq_type, seq)
- Set the default input sequence for the
specified sequence type. This overrides the default input assignment for a
specific input. The sequence type must be
"standard"
,"increment"
or"decrement"
. - field:default_input_seq(seq_type)
- Gets the default input sequence for the
specified sequence type. If the default assignment is not overridden, this
gets the general input assignment. The sequence type must be
"standard"
,"increment"
or"decrement"
. - field:keyboard_codes(shift)
- Gets a table of characters corresponding to the field for the specified shift state. The shift state is a bit mask of active shift keys.
Properties¶
- field.device (read-only)
- The device that owns the port that the field belongs to.
- field.port (read-only)
- The I/O port that the field belongs to.
- field.live (read-only)
- The live state of the field.
- field.type (read-only)
- The input type of the field. This is an enumerated value.
- field.name (read-only)
- The display name for the field.
- field.default_name (read-only)
- The name for the field from the emulated system’s configuration (cannot be overridden by scripts or plugins).
- field.player (read-only)
- Zero-based player number for the field.
- field.mask (read-only)
- Bits in the I/O port corresponding to this field.
- field.defvalue (read-only)
- The field’s default value.
- field.minvalue (read-only)
- The minimum allowed value for analog fields, or
nil
for digital fields. - field.maxvalue (read-only)
- The maximum allowed value for analog fields, or
nil
for digital fields. - field.sensitivity (read-only)
- The sensitivity or gain for analog fields, or
nil
for digital fields. - field.way (read-only)
- The number of directions allowed by the restrictor plate/gate for a digital joystick, or zero (0) for other inputs.
- field.type_class (read-only)
- The type class for the input field – one of
"keyboard"
,"controller"
,"config"
,"dipswitch"
or"misc"
. - field.is_analog (read-only)
- A Boolean indicating whether the field is an analog axis or positional control.
- field.is_digital_joystick (read-only)
- A Boolean indicating whether the field corresponds to a digital joystick switch.
- field.enabled (read-only)
- A Boolean indicating whether the field is enabled.
- field.optional (read-only)
- A Boolean indicating whether the field is optional and not required to use the emulated system.
- field.cocktail (read-only)
- A Boolean indicating whether the field is only used when the system is configured for a cocktail table cabinet.
- field.toggle (read-only)
- A Boolean indicating whether the field corresponds to a hardware toggle switch or push-on, push-off button.
- field.rotated (read-only)
- A Boolean indicating whether the field corresponds to a control that is rotated relative its standard orientation.
- field.analog_reverse (read-only)
- A Boolean indicating whether the field corresponds to an analog control that increases in the opposite direction to the convention (e.g. larger values when a pedal is released or a joystick is moved to the left).
- field.analog_reset (read-only)
- A Boolean indicating whether the field corresponds to an incremental position input (e.g. a dial or trackball axis) that should be reset to zero for every video frame.
- field.analog_wraps (read-only)
- A Boolean indicating whether the field corresponds to an analog input that wraps from one end of its range to the other (e.g. an incremental position input like a dial or trackball axis).
- field.analog_invert (read-only)
- A Boolean indicating whether the field corresponds to an analog input that has its value ones-complemented.
- field.impulse (read-only)
- A Boolean indicating whether the field corresponds to a digital input that activates for a fixed amount of time.
- field.crosshair_scale (read-only)
- The scale factor for translating the field’s range to crosshair position. A value of one (1) translates the field’s full range to the full width or height the screen.
- field.crosshair_offset (read-only)
- The offset for translating the field’s range to crosshair position.
- field.user_value (read/write)
- The value for DIP switch or configuration settings.
- field.settings[] (read-only)
- Gets a table of the currently enabled settings for a DIP switch or configuration field, indexed by value.
Live I/O port field state¶
Wraps MAME’s ioport_field_live
class, representing the live state of an I/O
port field.
Instantiation¶
- manager.machine.ioport.ports[tag]:field(mask).live
- Gets the live state for an I/O port field.
Properties¶
- live.name
- Display name for the field.
Input type¶
Wraps MAME’s input_type_entry
class, representing an emulated input type or
emulator UI input type. Input types are uniquely identified by the combination
of their enumerated type value and player index.
Instantiation¶
- manager.machine.ioport.types[index]
- Gets a supported input type.
Properties¶
- type.type (read-only)
- An enumerated value representing the type of input.
- type.group (read-only)
- An integer giving the grouping for the input type. Should be used to provide canonical grouping in an input configuration UI.
- type.player (read-only)
- The zero-based player number, or zero for non-player controls.
- type.token (read-only)
- The token string for the input type, used in configuration files.
- type.name (read-only)
- The display name for the input type.
- type.is_analog (read-only)
- A Boolean indicating whether the input type is analog or digital. Inputs that only have on and off states are considered digital, while all other inputs are considered analog, even if they can only represent discrete values or positions.
Input manager¶
Wraps MAME’s input_manager
class, which reads host input devices and checks
whether configured inputs are active.
Instantiation¶
- manager.machine.input
- Gets the global input manager instance for the emulated system.
Methods¶
- input:code_value(code)
- Gets the current value for the host input corresponding to the specified code. Returns a signed integer value, where zero is the neutral position.
- input:code_pressed(code)
- Returns a Boolean indicating whether the host input corresponding to the specified code has a non-zero value (i.e. it is not in the neutral position).
- input:code_pressed_once(code)
- Returns a Boolean indicating whether the host input corresponding to the specified code has moved away from the neutral position since the last time it was checked using this function. The input manager can track a limited number of inputs this way.
- input:code_name(code)
- Get display name for an input code.
- input:code_to_token(code)
- Get token string for an input code. This should be used when saving configuration.
- input:code_from_token(token)
- Convert a token string to an input code. Returns the invalid input code if the token is not valid or belongs to an input device that is not present.
- input:seq_pressed(seq)
- Returns a Boolean indicating whether the supplied input sequence is currently pressed.
- input:seq_clean(seq)
- Remove invalid elements from the supplied input sequence. Returns the new, cleaned input sequence.
- input:seq_name(seq)
- Get display text for an input sequence.
- input:seq_to_tokens(seq)
- Convert an input sequence to a token string. This should be used when saving configuration.
- input:seq_from_tokens(tokens)
- Convert a token string to an input sequence. This should be used when loading configuration.
- input:axis_code_poller()
- Returns an input code poller for obtaining an analog host input code.
- input:switch_code_poller()
- Returns an input code poller for obtaining a host switch input code.
- input:keyboard_code_poller()
- Returns an input code poller for obtaining a host switch input code that only considers keyboard input devices.
- input:axis_sequence_poller()
- Returns an input sequence poller for obtaining an input sequence for configuring an analog input.
- input:axis_sequence_poller()
- Returns an input sequence poller for obtaining an input sequence for configuring a digital input.
Properties¶
- input.device_classes[] (read-only)
- Gets a table of host input device classes indexed by name.
Input code poller¶
Wraps MAME’s input_code_poller
class, used to poll for host inputs being
activated.
Instantiation¶
- manager.machine.input:axis_code_poller()
- Returns an input code poller that polls for analog inputs being activated.
- manager.machine.input:switch_code_poller()
- Returns an input code poller that polls for host switch inputs being activated.
- manager.machine.input:keyboard_code_poller()
- Returns an input code poller that polls for host switch inputs being activated, only considering keyboard input devices.
Methods¶
- poller:reset()
- Resets the polling logic. Active switch inputs are cleared and initial analog input positions are set.
- poller:poll()
- Returns an input code corresponding to the first relevant host input that has been activated since the last time the method was called. Returns the invalid input code if no relevant input has been activated.
Input sequence poller¶
Wraps MAME’s input_sequence_poller
poller class, which allows users to
assign host input combinations to emulated inputs and other actions.
Instantiation¶
- manager.machine.input:axis_sequence_poller()
- Returns an input sequence poller for assigning host inputs to an analog input.
- manager.machine.input:switch_sequence_poller()
- Returns an input sequence poller for assigning host inputs to a switch input.
Methods¶
- poller:start([seq])
- Start polling. If a sequence is supplied, it is used as a starting sequence: for analog inputs, the user can cycle between the full range, and the positive and negative portions of an axis; for switch inputs, an “or” code is appended and the user can add an alternate host input combination.
- poller:poll()
- Polls for for user input and updates the sequence if appropriate. Returns a Boolean indicating whether sequence input is complete. If this method returns false, you should continue polling.
Properties¶
- poller.sequence (read-only)
- The current input sequence. This is updated while polling. It is possible for the sequence to become invalid.
- poller.valid (read-only)
- A Boolean indicating whether the current input sequence is valid.
- poller.modified (read-only)
- A Boolean indicating whether the sequence was changed by any user input since starting polling.
Input sequence¶
Wraps MAME’s input_seq
class, representing a combination of host inputs that
can be read or assigned to an emulated input. Input sequences can be
manipulated using input manager methods.
Use an input sequence poller to obtain an
input sequence from the user.
Instantiation¶
- emu.input_seq()
- Creates an empty input sequence.
- emu.input_seq(seq)
- Creates a copy of an existing input sequence.
Methods¶
- seq:reset()
- Clears the input sequence, removing all items.
- seq:set_default()
- Sets the input sequence to a single item containing the metavalue specifying that the default setting should be used.
Properties¶
- seq.empty (read-only)
- A Boolean indicating whether the input sequence is empty (contains no items, indicating an unassigned input).
- seq.length (read-only)
- The number of items in the input sequence.
- seq.is_valid (read-only)
- A Boolean indicating whether the input sequence is a valid. To be valid, it must contain at least one item, all items must be valid codes, all product groups must contain at least one item that is not negated, and items referring to absolute and relative axes must not be mixed within a product group.
- seq.is_default (read-only)
- A Boolean indicating whether the input sequence specifies that the default setting should be used.
Host input device class¶
Wraps MAME’s input_class
class, representing a category of host input
devices (e.g. keyboards or joysticks).
Instantiation¶
- manager.machine.input.device_classes[name]
- Gets an input device class by name.
Properties¶
- devclass.name (read-only)
- The device class name.
- devclass.enabled (read-only)
- A Boolean indicating whether the device class is enabled.
- devclass.multi (read-only)
- A Boolean indicating whether the device class supports multiple devices, or inputs from all devices in the class are combined and treated as a single device.
- devclass.devices[] (read-only)
- Gets a table of host input devices in the class. Keys are one-based indices.
Host input device¶
Wraps MAME’s input_device
class, representing a host input device.
Instantiation¶
- manager.machine.input.device_classes[name].devices[index]
- Gets a specific host input device.
Properties¶
- inputdev.name (read-only)
- Display name for the device. This is not guaranteed to be unique.
- inputdev.id (read-only)
- Unique identifier string for the device. This may not be human-readable.
- inputdev.devindex (read-only)
- Device index within the device class. This is not necessarily the same as
the index in the
devices
property of the device class – thedevindex
indices may not be contiguous. - inputdev.items (read-only)
- Gets a table of input items, indexed by item ID. The item ID is an enumerated value.
Host input device item¶
Wraps MAME’s input_device_item
class, representing a single host input (e.g.
a key, button, or axis).
Instantiation¶
- manager.machine.input.device_classes[name].devices[index].items[id]
- Gets an individual host input item. The item ID is an enumerated value.
Properties¶
- item.name (read-only)
- The display name of the input item. Note that this is just the name of the
item itself, and does not include the device name. The full display name
for the item can be obtained by calling the
code_name
method on the input manager with the item’s code. - item.code (read-only)
- The input item’s identification code. This is used by several input manager methods.
- item.token (read-only)
- The input item’s token string. Note that this is a token fragment for the
item itself, and does not include the device portion. The full token for
the item can be obtained by calling the
code_to_token
method on the input manager with the item’s code. - item.current (read-only)
- The item’s current value. This is a signed integer where zero is the neutral position.
UI input manager¶
Wraps MAME’s ui_input_manager
class, which is used for high-level input.
Instantiation¶
- manager.machine.uiinput
- Gets the global UI input manager instance for the machine.
Methods¶
- uiinput:find_mouse()
Returns host system mouse pointer X position, Y position, button state, and the render target it falls in. The position is in host pixels, where zero is at the top/left. The button state is a Boolean indicating whether the primary mouse button is pressed.
If the mouse pointer is not over one of MAME’s windows, this may return the position and render target from when the mouse pointer was most recently over one of MAME’s windows. The render target may be
nil
if the mouse pointer is not over one of MAME’s windows.- uiinput:pressed(type)
- Returns a Boolean indicating whether the specified UI input has been pressed. The input type is an enumerated value.
- uiinput:pressed_repeat(type, speed)
- Returns a Boolean indicating whether the specified UI input has been pressed or auto-repeat has been triggered at the specified speed. The input type is an enumerated value; the speed is an interval in sixtieths of a second.
Properties¶
- uiinput.presses_enabled (read/write)
- Whether the UI input manager will check for UI inputs frame updates.
Render system¶
The render system is responsible for drawing what you see in MAME’s windows, including emulated screens, artwork, and UI elements.
Render bounds¶
Wraps MAME’s render_bounds
class, which represents a rectangle using
floating-point coordinates.
Instantiation¶
- emu.render_bounds()
- Creates a render bounds object representing a unit square, with top left corner at (0, 0) and bottom right corner at (1, 1). Note that render target coordinates don’t necessarily have equal X and Y scales, so this may not represent a square in the final output.
- emu.render_bounds(left, top, right, bottom)
Creates a render bounds object representing a rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1).
The arguments must all be floating-point numbers.
Methods¶
- bounds:includes(x, y)
Returns a Boolean indicating whether the specified point falls within the rectangle. The rectangle must be normalised for this to work (right greater than left and bottom greater than top).
The arguments must both be floating-point numbers.
- bounds:set_xy(left, top, right, bottom)
Set the rectangle’s position and size in terms of the positions of the edges.
The arguments must all be floating-point numbers.
- bounds:set_wh(left, top, width, height)
Set the rectangle’s position and size in terms of the top top left corner position, and the width and height.
The arguments must all be floating-point numbers.
Properties¶
- bounds.x0 (read/write)
- The leftmost coordinate in the rectangle (i.e. the X coordinate of the left edge or the top left corner).
- bounds.x1 (read/write)
- The rightmost coordinate in the rectangle (i.e. the X coordinate of the right edge or the bottom right corner).
- bounds.y0 (read/write)
- The topmost coordinate in the rectangle (i.e. the Y coordinate of the top edge or the top left corner).
- bounds.y1 (read/write)
- The bottommost coordinate in the rectangle (i.e. the Y coordinate of the bottom edge or the bottom right corner).
- bounds.width (read/write)
- The width of the rectangle. Setting this property changes the position of the rightmost edge.
- bounds.height (read/write)
- The height of the rectangle. Setting this property changes the position of the bottommost edge.
- bounds.aspect (read-only)
- The width-to-height aspect ratio of the rectangle. Note that this is often in render target coordinates which don’t necessarily have equal X and Y scales. A rectangle representing a square in the final output doesn’t necessarily have an aspect ratio of 1.
Render colour¶
Wraps MAME’s render_color
class, which represents an ARGB (alpha, red,
green, blue) format colour. Channels are floating-point values ranging from
zero (0, transparent alpha or colour off) to one (1, opaque or full colour
intensity). Colour channel values are not pre-multiplied by the alpha channel
value.
Instantiation¶
- emu.render_color()
- Creates a render colour object representing opaque white (all channels set to 1). This is the identity value – ARGB multiplication by this value will not change a colour.
- emu.render_color(a, r, g, b)
Creates a render colour object with the specified alpha, red, green and blue channel values.
The arguments must all be floating-point numbers in the range from zero (0) to one (1), inclusive.
Methods¶
- color:set(a, r, g, b)
Sets the colour object’s alpha, red, green and blue channel values.
The arguments must all be floating-point numbers in the range from zero (0) to one (1), inclusive.
Properties¶
- color.a (read/write)
- Alpha value, in the range of zero (0, transparent) to one (1, opaque).
- color.r (read/write)
- Red channel value, in the range of zero (0, off) to one (1, full intensity).
- color.g (read/write)
- Green channel value, in the range of zero (0, off) to one (1, full intensity).
- color.b (read/write)
- Blue channel value, in the range of zero (0, off) to one (1, full intensity).
Palette¶
Wraps MAME’s palette_t
class, which represents a table of colours that can
be looked up by zero-based index. Palettes always contain additional special
entries for black and white.
Each colour has an associated contrast adjustment value. Each adjustment group has associated brightness and contrast adjustment values. The palette also has overall brightness, contrast and gamma adjustment values.
Colours are represented in alpha/red/green/blue (ARGB) format. Channel values range from 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. Channel values are packed into the bytes of 32-bit unsigned integers, in the order alpha, red, green, blue from most-significant to least-significant byte.
Instantiation¶
- emu.palette(colors, [groups])
- Creates a palette with the specified number of colours and brightness/contrast adjustment groups. The number of colour groups defaults to one if not specified. Colours are initialised to black, brightness adjustment is initialised to 0.0, contrast adjustment initialised to 1.0, and gamma adjustment is initialised to 1.0.
Methods¶
- palette:entry_color(index)
Gets the colour at the specified zero-based index.
Index values range from zero to the number of colours in the palette minus one. Returns black if the index is greater than or equal to the number of colours in the palette.
- palette:entry_contrast(index)
Gets the contrast adjustment for the colour at the specified zero-based index. This is a floating-point number.
Index values range from zero to the number of colours in the palette minus one. Returns 1.0 if the index is greater than or equal to the number of colours in the palette.
- palette:entry_adjusted_color(index, [group])
Gets a colour with brightness, contrast and gamma adjustments applied.
If the group is specified, colour index values range from zero to the number of colours in the palette minus one, and group values range from zero to the number of adjustment groups in the palette minus one.
If the group is not specified, index values range from zero to the number of colours multiplied by the number of adjustment groups plus one. Index values may be calculated by multiplying the zero-based group index by the number of colours in the palette, and adding the zero-based colour index. The last two index values correspond to the special entries for black and white, respectively.
Returns black if the specified combination of index and adjustment group is invalid.
- palette:entry_set_color(index, color)
Sets the colour at the specified zero-based index. The colour may be specified as a single packed 32-bit value; or as individual red, green and blue channel values, in that order.
Index values range from zero to the number of colours in the palette minus one. Raises an error if the index value is invalid.
- palette:entry_set_red_level(index, level)
Sets the red channel value of the colour at the specified zero-based index. Other channel values are not affected.
Index values range from zero to the number of colours in the palette minus one. Raises an error if the index value is invalid.
- palette:entry_set_green_level(index, level)
Sets the green channel value of the colour at the specified zero-based index. Other channel values are not affected.
Index values range from zero to the number of colours in the palette minus one. Raises an error if the index value is invalid.
- palette:entry_set_blue_level(index, level)
Sets the blue channel value of the colour at the specified zero-based index. Other channel values are not affected.
Index values range from zero to the number of colours in the palette minus one. Raises an error if the index value is invalid.
- palette:entry_set_contrast(index, level)
Sets the contrast adjustment value for the colour at the specified zero-based index. This must be a floating-point number.
Index values range from zero to the number of colours in the palette minus one. Raises an error if the index value is invalid.
- palette:group_set_brightness(group, brightness)
Sets the brightness adjustment value for the adjustment group at the specified zero-based index. This must be a floating-point number.
Group values range from zero to the number of adjustment groups in the palette minus one. Raises an error if the index value is invalid.
- palette:group_set_contrast(group, contrast)
Sets the contrast adjustment value for the adjustment group at the specified zero-based index. This must be a floating-point number.
Group values range from zero to the number of adjustment groups in the palette minus one. Raises an error if the index value is invalid.
Properties¶
- palette.colors (read-only)
- The number of colour entries in each group of colours in the palette.
- palette.groups (read-only)
- The number of groups of colours in the palette.
- palette.max_index (read-only)
- The number of valid colour indices in the palette.
- palette.black_entry (read-only)
- The index of the special entry for the colour black.
- palette.white_entry (read-only)
- The index of the special entry for the colour white.
- palette.brightness (write-only)
- The overall brightness adjustment for the palette. This is a floating-point number.
- palette.contrast (write-only)
- The overall contrast adjustment for the palette. This is a floating-point number.
- palette.gamma (write-only)
- The overall gamma adjustment for the palette. This is a floating-point number.
Bitmap¶
Wraps implementations of MAME’s bitmap_t
and bitmap_specific
classes,
which represent two-dimensional bitmaps stored in row-major order. Pixel
coordinates are zero-based, increasing to the right and down. Several pixel
formats are supported.
Instantiation¶
- emu.bitmap_ind8(palette, [width, height], [xslop, yslop])
Creates an 8-bit indexed bitmap. Each pixel is a zero-based, unsigned 8-bit index into a palette.
If no width and height are specified, they are assumed to be zero. If the width is specified, the height must also be specified. The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (the storage will be sized to fit the bitmap content). If the width and/or height is less than or equal to zero, no storage will be allocated, irrespective of the X and Y slop values, and the width and height of the bitmap will both be set to zero.
The initial clipping rectangle is set to the entirety of the bitmap.
- emu.bitmap_ind16(palette, [width, height], [xslop, yslop])
Creates a 16-bit indexed bitmap. Each pixel is a zero-based, unsigned 16-bit index into a palette.
If no width and height are specified, they are assumed to be zero. If the width is specified, the height must also be specified. The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (the storage will be sized to fit the bitmap content). If the width and/or height is less than or equal to zero, no storage will be allocated, irrespective of the X and Y slop values, and the width and height of the bitmap will both be set to zero.
The initial clipping rectangle is set to the entirety of the bitmap.
- emu.bitmap_ind32(palette, [width, height], [xslop, yslop])
Creates a 32-bit indexed bitmap. Each pixel is a zero-based, unsigned 32-bit index into a palette.
If no width and height are specified, they are assumed to be zero. If the width is specified, the height must also be specified. The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (the storage will be sized to fit the bitmap content). If the width and/or height is less than or equal to zero, no storage will be allocated, irrespective of the X and Y slop values, and the width and height of the bitmap will both be set to zero.
The initial clipping rectangle is set to the entirety of the bitmap.
- emu.bitmap_ind64(palette, [width, height], [xslop, yslop])
Creates a 64-bit indexed bitmap. Each pixel is a zero-based, unsigned 64-bit index into a palette.
If no width and height are specified, they are assumed to be zero. If the width is specified, the height must also be specified. The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (the storage will be sized to fit the bitmap content). If the width and/or height is less than or equal to zero, no storage will be allocated, irrespective of the X and Y slop values, and the width and height of the bitmap will both be set to zero.
The initial clipping rectangle is set to the entirety of the bitmap.
- emu.bitmap_yuy16([width, height], [xslop], yslop])
Creates a Y'CbCr format bitmap with 4:2:2 chroma subsampling (horizontal pairs of pixels have individual luma values but share chroma values). Each pixel is a 16-bit integer value. The most significant byte of the pixel value is the unsigned 8-bit Y' (luma) component of the pixel colour. For each horizontal pair of pixels, the least significant byte of the first pixel (even zero-based X coordinate) value is the signed 8-bit Cb value for the pair of pixels, and the least significant byte of the second pixel (odd zero-based X coordinate) value is the signed 8-bit Cr value for the pair of pixels.
If no width and height are specified, they are assumed to be zero. If the width is specified, the height must also be specified. The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (the storage will be sized to fit the bitmap content). If the width and/or height is less than or equal to zero, no storage will be allocated, irrespective of the X and Y slop values, and the width and height of the bitmap will both be set to zero.
The initial clipping rectangle is set to the entirety of the bitmap.
- emu.bitmap_rgb32([width, height], [xslop, yslop])
Creates an RGB format bitmap with no alpha (transparency) channel. Each pixel is represented by a 32-bit integer value. The most significant byte of the pixel value is ignored. The remaining three bytes, from most significant to least significant, are the unsigned 8-bit unsigned red, green and blue channel values (larger values correspond to higher intensities).
If no width and height are specified, they are assumed to be zero. If the width is specified, the height must also be specified. The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (the storage will be sized to fit the bitmap content). If the width and/or height is less than or equal to zero, no storage will be allocated, irrespective of the X and Y slop values, and the width and height of the bitmap will both be set to zero.
The initial clipping rectangle is set to the entirety of the bitmap.
- emu.bitmap_argb32([width, height], [xslop, yslop])
Creates an ARGB format bitmap. Each pixel is represented by a 32-bit integer value. The most significant byte of the pixel is the 8-bit unsigned alpha (transparency) channel value (smaller values are more transparent). The remaining three bytes, from most significant to least significant, are the unsigned 8-bit unsigned red, green and blue channel values (larger values correspond to higher intensities). Colour channel values are not pre-multiplied by the alpha channel value.
If no width and height are specified, they are assumed to be zero. If the width is specified, the height must also be specified. The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (the storage will be sized to fit the bitmap content). If the width and/or height is less than or equal to zero, no storage will be allocated, irrespective of the X and Y slop values, and the width and height of the bitmap will both be set to zero.
The initial clipping rectangle is set to the entirety of the bitmap.
- emu.bitmap_ind8(source, [x0, y0, x1, y1])
Creates an 8-bit indexed bitmap representing a view of a portion of an existing bitmap. The initial clipping rectangle is set to the bounds of the view. The source bitmap will be locked, preventing resizing and reallocation.
If no coordinates are specified, the new bitmap will represent a view of the source bitmap’s current clipping rectangle. If coordinates are specified, the new bitmap will represent a view of the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) in the source bitmap. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
The source bitmap must be owned by the Lua script and must use the 8-bit indexed format. Raises an error if coordinates are specified representing a rectangle not fully contained within the source bitmap’s clipping rectangle.
- emu.bitmap_ind16(source, [x0, y0, x1, y1])
Creates a 16-bit indexed bitmap representing a view of a portion of an existing bitmap. The initial clipping rectangle is set to the bounds of the view. The source bitmap will be locked, preventing resizing and reallocation.
If no coordinates are specified, the new bitmap will represent a view of the source bitmap’s current clipping rectangle. If coordinates are specified, the new bitmap will represent a view of the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) in the source bitmap. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
The source bitmap must be owned by the Lua script and must use the 16-bit indexed format. Raises an error if coordinates are specified representing a rectangle not fully contained within the source bitmap’s clipping rectangle.
- emu.bitmap_ind32(source, [x0, y0, x1, y1])
Creates a 32-bit indexed bitmap representing a view of a portion of an existing bitmap. The initial clipping rectangle is set to the bounds of the view. The source bitmap will be locked, preventing resizing and reallocation.
If no coordinates are specified, the new bitmap will represent a view of the source bitmap’s current clipping rectangle. If coordinates are specified, the new bitmap will represent a view of the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) in the source bitmap. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
The source bitmap must be owned by the Lua script and must use the 32-bit indexed format. Raises an error if coordinates are specified representing a rectangle not fully contained within the source bitmap’s clipping rectangle.
- emu.bitmap_ind64(source, [x0, y0, x1, y1])
Creates a 64-bit indexed bitmap representing a view of a portion of an existing bitmap. The initial clipping rectangle is set to the bounds of the view. The source bitmap will be locked, preventing resizing and reallocation.
If no coordinates are specified, the new bitmap will represent a view of the source bitmap’s current clipping rectangle. If coordinates are specified, the new bitmap will represent a view of the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) in the source bitmap. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
The source bitmap must be owned by the Lua script and must use the 64-bit indexed format. Raises an error if coordinates are specified representing a rectangle not fully contained within the source bitmap’s clipping rectangle.
- emu.bitmap_yuy16(source, [x0, y0, x1, y1])
Creates a Y'CbCr format bitmap with 4:2:2 chroma subsampling representing a view of a portion of an existing bitmap. The initial clipping rectangle is set to the bounds of the view. The source bitmap will be locked, preventing resizing and reallocation.
If no coordinates are specified, the new bitmap will represent a view of the source bitmap’s current clipping rectangle. If coordinates are specified, the new bitmap will represent a view of the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) in the source bitmap. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
The source bitmap must be owned by the Lua script and must use the Y'CbCr format. Raises an error if coordinates are specified representing a rectangle not fully contained within the source bitmap’s clipping rectangle.
- emu.bitmap_rgb32(source, [x0, y0, x1, y1])
Creates an RGB format bitmap with 4:2:2 chroma subsampling representing a view of a portion of an existing bitmap. The initial clipping rectangle is set to the bounds of the view. The source bitmap will be locked, preventing resizing and reallocation.
If no coordinates are specified, the new bitmap will represent a view of the source bitmap’s current clipping rectangle. If coordinates are specified, the new bitmap will represent a view of the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) in the source bitmap. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
The source bitmap must be owned by the Lua script and must use the RGB format. Raises an error if coordinates are specified representing a rectangle not fully contained within the source bitmap’s clipping rectangle.
- emu.bitmap_argb32(source, [x0, y0, x1, y1])
Creates an ARGB format bitmap with 4:2:2 chroma subsampling representing a view of a portion of an existing bitmap. The initial clipping rectangle is set to the bounds of the view. The source bitmap will be locked, preventing resizing and reallocation.
If no coordinates are specified, the new bitmap will represent a view of the source bitmap’s current clipping rectangle. If coordinates are specified, the new bitmap will represent a view of the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) in the source bitmap. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
The source bitmap must be owned by the Lua script and must use the ARGB format. Raises an error if coordinates are specified representing a rectangle not fully contained within the source bitmap’s clipping rectangle.
Methods¶
- bitmap:cliprect()
- Returns the left, top, right and bottom coordinates of the bitmap’s clipping rectangle. Coordinates are in units of pixels; the bottom and right coordinates are inclusive.
- bitmap:reset()
Sets the width and height to zero, and frees the pixel storage if the bitmap owns its own storage, or releases the source bitmap if the it represents a view of another bitmap.
The bitmap must be owned by the Lua script. Raises an error if the bitmap’s storage is referenced by another bitmap or a texture.
- bitmap:allocate(width, height, [xslop, yslop])
Reallocates storage for the bitmap, sets its width and height, and sets the clipping rectangle to the entirety of the bitmap. If the bitmap already owns allocated storage, it will always be freed and reallocated; if the bitmap represents a view of another bitmap, the source bitmap will be released. The storage will be filled with pixel value zero.
The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (the storage will be sized to fit the bitmap content). If the width and/or height is less than or equal to zero, no storage will be allocated, irrespective of the X and Y slop values, and the width and height of the bitmap will both be set to zero.
The bitmap must be owned by the Lua script. Raises an error if the bitmap’s storage is referenced by another bitmap or a texture.
- bitmap:resize(width, height, [xslop, yslop])
Changes the width and height, and sets the clipping rectangle to the entirety of the bitmap.
The X and Y slop values set the amount of extra storage in pixels to reserve at the left/right of each row and top/bottom of each column, respectively. If an X slop value is specified, a Y slop value must be specified as well. If no X and Y slop values are specified, they are assumed to be zero (rows will be stored contiguously, and the top row will be placed at the beginning of the bitmap’s storage).
If the bitmap already owns allocated storage and it is large enough for the updated size, it will be used without being freed; if it is too small for the updated size, it will always be freed and reallocated. If the bitmap represents a view of another bitmap, the source bitmap will be released. If storage is allocated, it will be filled with pixel value zero (if existing storage is used, its contents will not be changed).
Raises an error if the bitmap’s storage is referenced by another bitmap or a texture.
- bitmap:wrap(source, [x0, y0, x1, y1])
Makes the bitmap represent a view of a portion of another bitmap and sets the clipping rectangle to the bounds of the view.
If no coordinates are specified, the target bitmap will represent a view of the source bitmap’s current clipping rectangle. If coordinates are specified, the target bitmap will represent a view of the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) in the source bitmap. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
The source bitmap will be locked, preventing resizing and reallocation. If the target bitmap owns allocated storage, it will be freed; if it represents a view of another bitmap, the current source bitmap will be released.
The source and target bitmaps must both be owned by the Lua script and must use the same pixel format. Raises an error if coordinates are specified representing a rectangle not fully contained within the source bitmap’s clipping rectangle; if the bitmap’s storage is referenced by another bitmap or a texture; or if the source and target are the same bitmap.
- bitmap:pix(x, y)
- Returns the colour value of the pixel at the specified location. Coordinates are zero-based in units of pixels.
- bitmap:pixels([x0, y0, x1, y1])
Returns the pixels, width and height of the portion of the bitmap with top left corner at (x0, y0) and bottom right corner at (x1, y1). Coordinates are in units of pixels. The bottom right coordinates are inclusive. If coordinates are not specified, the bitmap’s clipping rectangle is used.
Pixels are returned packed into a binary string in host Endian order. Pixels are organised in row-major order, from left to right then top to bottom. The size and format of the pixel values depends on the format of the bitmap. Raises an error if coordinates are specified representing a rectangle not fully contained within the bitmap’s clipping rectangle.
- bitmap:fill(color, [x0, y0, x1, y1])
- Fills a portion of the bitmap with the specified colour value. If coordinates are not specified, the clipping rectangle is filled; if coordinates are specified, the intersection of the clipping rectangle and the rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1) is filled. Coordinates are in units of pixels. The bottom right coordinates are inclusive.
- bitmap:plot(x, y, color)
- Sets the colour value of the pixel at the specified location if it is within the clipping rectangle. Coordinates are zero-based in units of pixels.
- bitmap:plot_box(x, y, width, height, color)
- Fills the intersection of the clipping rectangle and the rectangle with top left (x, y) and the specified height and width with the specified colour value. Coordinates and dimensions are in units of pixels.
Properties¶
- bitmap.palette (read/write)
- The palette used to translate pixel values to colours. Only applicable for bitmaps that use indexed pixel formats.
- bitmap.width (read-only)
- Width of the bitmap in pixels.
- bitmap.height (read-only)
- Height of the bitmap in pixels.
- bitmap.rowpixels (read-only)
- Row stride of the bitmap’s storage in pixels. That is, the difference in pixel offsets of the pixels at the same horizontal location in consecutive rows. May be greater than the width.
- bitmap.rowbytes (read-only)
- Row stride of the bitmap’s storage in bytes. That is, the difference in byte addresses of the pixels at the same horizontal location in consecutive rows.
- bitmap.bpp (read-only)
- Size of the type used to represent pixels in the bitmap in bits (may be larger than the number of significant bits).
- bitmap.valid (read-only)
- A Boolean indicating whether the bitmap has storage available (may be false for empty bitmaps).
- bitmap.locked (read-only)
- A Boolean indicating whether the bitmap’s storage is referenced by another bitmap or a texture.
Render texture¶
Wraps MAME’s render_texture
class, representing a texture that cam be drawn
in a render container. Render textures
must be freed before the emulation session ends.
Instantiation¶
- manager.machine.render:texture_alloc(bitmap)
- Creates a render texture based on a bitmap. The bitmap must be owned by the Lua script, and must use the Y'CbCr, RGB or ARGB format. The bitmap’s storage will be locked, preventing resizing and reallocation.
Methods¶
- texture:free()
- Frees the texture. The storage of the underlying bitmap will be released.
Properties¶
- texture.valid (read-only)
- A Boolean indicating whether the texture is valid (false if the texture has been freed).
Render manager¶
Wraps MAME’s render_manager
class, responsible for managing render targets
and textures.
Instantiation¶
- manager.machine.render
- Gets the global render manager instance for the emulation session.
Methods¶
- render:texture_alloc(bitmap)
- Creates a render texture based on a bitmap. The bitmap must be owned by the Lua script, and must use the Y'CbCr, RGB or ARGB pixel format. The bitmap’s storage will be locked, preventing resizing and reallocation. Render textures must be freed before the emulation session ends.
Properties¶
- render.max_update_rate (read-only)
- The maximum update rate in Hertz. This is a floating-point number.
- render.ui_target (read-only)
- The render target used to draw the user interface (including menus, sliders and pop-up messages). This is usually the first host window or screen.
- render.ui_container (read-only)
- The render container used for drawing the user interface.
- render.targets[] (read-only)
- The list of render targets, including output windows and screens, as well as
hidden render targets used for things like rendering screenshots. Uses
1-based integer indices. The index operator and the
at
method have O(n) complexity.
Render target¶
Wrap’s MAME’s render_target
class, which represents a video output channel.
This could be a host window or screen, or a hidden target used for rendering
screenshots.
Instantiation¶
- manager.machine.render.targets[index]
- Gets a render target by index.
- manager.machine.render.ui_target
- Gets the render target used to display the user interface (including menus, sliders and pop-up messages). This is usually the first host window or screen.
- manager.machine.video.snapshot_target
- Gets the render target used to produce snapshots and video recordings.
Properties¶
- target.index (read-only)
- The 1-based index of the render target. This has O(n) complexity.
- target.width (read-only)
- The width of the render target in output pixels. This is an integer.
- target.height (read-only)
- The height of the render target in output pixels. This is an integer.
- target.pixel_aspect (read-only)
- The width-to-height aspect ratio of the render target’s pixels. This is a floating-point number.
- target.hidden (read-only)
- A Boolean indicating whether this is an internal render target that is not displayed to the user directly (e.g. the render target used to draw screenshots).
- target.is_ui_target (read-only)
- A Boolean indicating whether this is the render target used to display the user interface.
- target.max_update_rate (read/write)
- The maximum update rate for the render target in Hertz.
- target.orientation (read/write)
- The target orientation flags. This is an integer bit mask, where bit 0 (0x01) is set to mirror horizontally, bit 1 (0x02) is set to mirror vertically, and bit 2 (0x04) is set to mirror along the top left-bottom right diagonal.
- target.view_names[]
- The names of the available views for this render target. Uses 1-based
integer indices. The
find
andindex_of
methods have O(n) complexity; all other supported operations have O(1) complexity. - target.current_view (read-only)
- The currently selected view for the render target. This is a layout view object.
- target.view_index (read/write)
- The 1-based index of the selected view for this render target.
- target.visibility_mask (read-only)
- An integer bit mask indicating which item collections are currently visible for the current view.
- target.screen_overlay (read/write)
- A Boolean indicating whether screen overlays are enabled.
- target.zoom_to_screen (read/write)
- A Boolean indicating whether the render target is configured to scale so that the emulated screen(s) fill as much of the output window/screen as possible.
Render container¶
Wraps MAME’s render_container
class.
Instantiation¶
- manager.machine.render.ui_container
- Gets the render container used to draw the user interface, including menus, sliders and pop-up messages.
- manager.machine.screens[tag].container
- Gets the render container used to draw a given screen.
Methods¶
- container:draw_box(left, top, right, bottom, [line], [fill])
Draws an outlined rectangle with edges at the specified positions.
Coordinates are floating-point numbers in the range of 0 (zero) to 1 (one), with (0, 0) at the top left and (1, 1) at the bottom right of the window or the screen that shows the user interface. Note that the aspect ratio is usually not square. Coordinates are limited to the window or screen area.
The fill and line colours are in alpha/red/green/blue (ARGB) format. Channel values are in the range 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. The channel values must be packed into the bytes of a 32-bit unsigned integer, in the order alpha, red, green, blue from most-significant to least-significant byte. If the line colour is not provided, the UI text colour is used; if the fill colour is not provided, the UI background colour is used.
- container:draw_line(x0, y0, x1, y1, [color])
Draws a line from (x0, y0) to (x1, y1).
Coordinates are floating-point numbers in the range of 0 (zero) to 1 (one), with (0, 0) at the top left and (1, 1) at the bottom right of the window or the screen that shows the user interface. Note that the aspect ratio is usually not square. Coordinates are limited to the window or screen area.
The line colour is in alpha/red/green/blue (ARGB) format. Channel values are in the range 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. The channel values must be packed into the bytes of a 32-bit unsigned integer, in the order alpha, red, green, blue from most-significant to least-significant byte. If the line colour is not provided, the UI text colour is used.
- container:draw_quad(texture, x0, y0, x1, y1, [color])
Draws a textured rectangle with top left corner at (x0, y0) and bottom right corner at (x1, y1). If a colour is specified, the ARGB channel values of the texture’s pixels are multiplied by the corresponding values of the specified colour.
Coordinates are floating-point numbers in the range of 0 (zero) to 1 (one), with (0, 0) at the top left and (1, 1) at the bottom right of the window or the screen that shows the user interface. Note that the aspect ratio is usually not square. If the rectangle extends beyond the container’s bounds, it will be cropped.
The colour is in alpha/red/green/blue (ARGB) format. Channel values are in the range 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. The channel values must be packed into the bytes of a 32-bit unsigned integer, in the order alpha, red, green, blue from most-significant to least-significant byte.
- container:draw_text(x|justify, y, text, [foreground], [background])
Draws text at the specified position. If the screen is rotated the text will be rotated.
If the first argument is a number, the text will be left-aligned at this X coordinate. If the first argument is a string, it must be
"left"
,"center"
or"right"
to draw the text left-aligned at the left edge of the window or screen, horizontally centred in the window or screen, or right-aligned at the right edge of the window or screen, respectively. The second argument specifies the Y coordinate of the maximum ascent of the text.Coordinates are floating-point numbers in the range of 0 (zero) to 1 (one), with (0, 0) at the top left and (1, 1) at the bottom right of the window or the screen that shows the user interface. Note that the aspect ratio is usually not square. Coordinates are limited to the window or screen area.
The foreground and background colours are in alpha/red/green/blue (ARGB) format. Channel values are in the range 0 (transparent or off) to 255 (opaque or full intensity), inclusive. Colour channel values are not pre-multiplied by the alpha value. The channel values must be packed into the bytes of a 32-bit unsigned integer, in the order alpha, red, green, blue from most-significant to least-significant byte. If the foreground colour is not provided, the UI text colour is used; if the background colour is not provided, it is fully transparent.
Properties¶
- container.user_settings (read/write)
- The container’s user settings. This can be used to control a number of image adjustments.
- container.orientation (read/write)
- The container orientation flags. This is an integer bit mask, where bit 0 (0x01) is set to mirror horizontally, bit 1 (0x02) is set to mirror vertically, and bit 2 (0x04) is set to mirror along the top left-bottom right diagonal.
- container.xscale (read/write)
- The container’s X scale factor. This is a floating-point number.
- container.yscale (read/write)
- The container’s Y scale factor. This is a floating-point number.
- container.xoffset (read/write)
- The container’s X offset. This is a floating-point number where one (1) corresponds to the X size of the container.
- container.yoffset (read/write)
- The container’s Y offset. This is a floating-point number where one (1) corresponds to the Y size of the container.
- container.is_empty (read-only)
- A Boolean indicating whether the container has no items.
Container user settings¶
Wraps MAME’s render_container::user_settings
class, representing image
adjustments applied to a
render container.
Instantiation¶
- manager.machine.screens[tag].container
- Gets the current container user settings for a given screen.
Properties¶
- settings.orientation (read/write)
- The container orientation flags. This is an integer bit mask, where bit 0 (0x01) is set to mirror horizontally, bit 1 (0x02) is set to mirror vertically, and bit 2 (0x04) is set to mirror along the top left-bottom right diagonal.
- settings.brightness (read/write)
- The brightness adjustment applied to the container. This is a floating-point number.
- settings.contrast (read/write)
- The contrast adjustment applied to the container. This is a floating-point number.
- settings.gamma (read/write)
- The gamma adjustment applied to the container. This is a floating-point number.
- settings.xscale (read/write)
- The container’s X scale factor. This is a floating-point number.
- settings.yscale (read/write)
- The container’s Y scale factor. This is a floating-point number.
- settings.xoffset (read/write)
- The container’s X offset. This is a floating-point number where one (1) represents the X size of the container.
- settings.yoffset (read/write)
- The container’s Y offset. This is a floating-point number where one (1) represents the Y size of the container.
Layout file¶
Wraps MAME’s layout_file
class, representing the views loaded from a layout
file for use by a render target.
Instantiation¶
A layout file object is supplied to its layout script in the file
variable.
Layout file objects are not instantiated directly from Lua scripts.
Methods¶
- layout:set_resolve_tags_callback(cb)
Set a function to perform additional tasks after the emulated machine has finished starting, tags in the layout views have been resolved, and the default view item handlers have been set up. The function must accept no arguments.
Call with
nil
to remove the callback.
Properties¶
- layout.device (read-only)
- The device that caused the layout file to be loaded. Usually the root machine device for external layouts.
- layout.views[] (read-only)
The views created from the layout file. Views are indexed by unqualified name (i.e. the value of the
name
attribute). Views are ordered how they appear in the layout file when iterating or using theat
method. The index get,at
andindex_of
methods have O(n) complexity.Note that not all views in the XML file may be created. For example views that reference screens provided by slot card devices will not be created if said slot card devices are not present in the system.
Layout view¶
Wraps MAME’s layout_view
class, representing a view that can be displayed in
a render target. Views are created from XML layout files, which may be loaded
from external artwork, internal to MAME, or automatically generated based on the
screens in the emulated system.
Instantiation¶
- manager.machine.render.targets[index].current_view
- Gets the currently selected view for a given render target.
- file.views[name]
- Gets the view with the specified name from a layout file. This is how layout scripts generally obtain views.
Methods¶
- view:has_screen(screen)
- Returns a Boolean indicating whether the screen is present in the view. This is true for screens that are present but not visible because the user has hidden the item collection they belong to.
- view:set_prepare_items_callback(cb)
- Set a function to perform additional tasks before the view items are added
to the render target in preparation for drawing a video frame. The function
must accept no arguments. Call with
nil
to remove the callback. - view:set_preload_callback(cb)
Set a function to perform additional tasks after preloading visible view items. The function must accept no arguments. Call with
nil
to remove the callback.This function may be called when the user selects a view or makes an item collection visible. It may be called multiple times for a view, so avoid repeating expensive tasks.
- view:set_recomputed_callback(cb)
Set a function to perform additional tasks after the view’s dimensions are recomputed. The function must accept no arguments. Call with
nil
to remove the callback.View coordinates are recomputed in various events, including the window being resized, entering or leaving full-screen mode, and changing the zoom to screen area setting.
Properties¶
- view.items[] (read-only)
- The screen and layout element items in
the view. This container does not support iteration by key using
pairs
; only iteration by index usingipairs
is supported. The key is the value of theid
attribute if present. Only items withid
attributes can be looked up by key. The index get method has O(1) complexity, and theat
andindex_of
methods have O(n) complexity. - view.name (read-only)
- The display name for the view. This may be qualified to indicate the device that caused the layout file to be loaded when it isn’t the root machine device.
- view.unqualified_name (read-only)
- The unqualified name of the view, exactly as it appears in the
name
attribute in the XML layout file. - view.visible_screen_count (read-only)
- The number of screens items currently enabled in the view.
- view.effective_aspect (read-only)
- The effective width-to-height aspect ratio of the view in its current configuration.
- view.bounds (read-only)
- A render bounds object representing the effective bounds of the view in its current configuration. The coordinates are in view units, which are arbitrary but assumed to have square aspect ratio.
- view.has_art
- A Boolean indicating whether the view has any non-screen items, including items that are not visible because the user has hidden the item collection that they belong to.
Layout view item¶
Wraps MAME’s layout_view_item
class, representing an item in a view. An
item is drawn as a rectangular textured surface. The texture is supplied by an
emulated screen or a layout element.
Instantiation¶
- layout.views[name].items[id]
- Get a view item by ID. The item must have an
id
attribute in the XML layout file to be looked up by ID.
Methods¶
- item:set_state(state)
- Set the value used as the element state and animation state in the absence of bindings. The argument must be an integer.
- item:set_element_state_callback(cb)
Set a function to call to obtain the element state for the item. The function must accept no arguments and return an integer. Call with
nil
to restore the default element state callback (based on bindings in the XML layout file).Note that the function must not access the item’s
element_state
property, as this will result in infinite recursion.This callback will not be used to obtain the animation state for the item, even if the item lacks explicit animation state bindings in the XML layout file.
- item:set_animation_state_callback(cb)
Set a function to call to obtain the animation state for the item. The function must accept no arguments and return an integer. Call with
nil
to restore the default animation state callback (based on bindings in the XML layout file).Note that the function must not access the item’s
animation_state
property, as this will result in infinite recursion.- item:set_bounds_callback(cb)
Set a function to call to obtain the bounds for the item. The function must accept no arguments and return a render bounds object in render target coordinates. Call with
nil
to restore the default bounds callback (based on the item’s animation state andbounds
child elements in the XML layout file).Note that the function must not access the item’s
bounds
property, as this will result in infinite recursion.- item:set_color_callback(cb)
Set a function to call to obtain the multiplier colour for the item. The function must accept no arguments and return a render colour object. Call with
nil
to restore the default colour callback (based on the item’s animation state andcolor
child elements in the XML layout file).Note that the function must not access the item’s
color
property, as this will result in infinite recursion.- item:set_scroll_size_x_callback(cb)
Set a function to call to obtain the size of the horizontal scroll window as a proportion of the associated element’s width. The function must accept no arguments and return a floating-point value. Call with
nil
to restore the default horizontal scroll window size callback (based on thexscroll
child element in the XML layout file).Note that the function must not access the item’s
scroll_size_x
property, as this will result in infinite recursion.- item:set_scroll_size_y_callback(cb)
Set a function to call to obtain the size of the vertical scroll window as a proportion of the associated element’s height. The function must accept no arguments and return a floating-point value. Call with
nil
to restore the default vertical scroll window size callback (based on theyscroll
child element in the XML layout file).Note that the function must not access the item’s
scroll_size_y
property, as this will result in infinite recursion.- item:set_scroll_pos_x_callback(cb)
Set a function to call to obtain the horizontal scroll position. A value of zero places the horizontal scroll window at the left edge of the associated element. If the item does not wrap horizontally, a value of 1.0 places the horizontal scroll window at the right edge of the associated element; if the item wraps horizontally, a value of 1.0 corresponds to wrapping back to the left edge of the associated element. The function must accept no arguments and return a floating-point value. Call with
nil
to restore the default horizontal scroll position callback (based on bindings in thexscroll
child element in the XML layout file).Note that the function must not access the item’s
scroll_pos_x
property, as this will result in infinite recursion.- item:set_scroll_pos_y_callback(cb)
Set a function to call to obtain the vertical scroll position. A value of zero places the vertical scroll window at the top edge of the associated element. If the item does not wrap vertically, a value of 1.0 places the vertical scroll window at the bottom edge of the associated element; if the item wraps vertically, a value of 1.0 corresponds to wrapping back to the left edge of the associated element. The function must accept no arguments and return a floating-point value. Call with
nil
to restore the default vertical scroll position callback (based on bindings in theyscroll
child element in the XML layout file).Note that the function must not access the item’s
scroll_pos_y
property, as this will result in infinite recursion.
Properties¶
- item.id (read-only)
- Get the optional item identifier. This is the value of the
id
attribute in the XML layout file if present, ornil
. - item.bounds_animated (read-only)
- A Boolean indicating whether the item’s bounds depend on its animation state.
- item.color_animated (read-only)
- A Boolean indicating whether the item’s colour depends on its animation state.
- item.bounds (read-only)
- The item’s bounds for the current state. This is a render bounds object in render target coordinates.
- item.color (read-only)
- The item’s colour for the current state. The colour of the screen or element texture is multiplied by this colour. This is a render colour object.
- item.scroll_wrap_x (read-only)
- A Boolean indicating whether the item wraps horizontally.
- item.scroll_wrap_y (read-only)
- A Boolean indicating whether the item wraps vertically.
- item.scroll_size_x (read/write)
- Get the item’s horizontal scroll window size for the current state, or set the horizontal scroll window size to use in the absence of bindings. This is a floating-point value representing a proportion of the associated element’s width.
- item.scroll_size_y (read/write)
- Get the item’s vertical scroll window size for the current state, or set the vertical scroll window size to use in the absence of bindings. This is a floating-point value representing a proportion of the associated element’s height.
- item.scroll_pos_x (read/write)
- Get the item’s horizontal scroll position for the current state, or set the horizontal scroll position size to use in the absence of bindings. This is a floating-point value.
- item.scroll_pos_y (read/write)
- Get the item’s vertical scroll position for the current state, or set the vertical position size to use in the absence of bindings. This is a floating-point value.
- item.blend_mode (read-only)
- Get the item’s blend mode. This is an integer value, where 0 means no blending, 1 means alpha blending, 2 means RGB multiplication, 3 means additive blending, and -1 allows the items within a container to specify their own blending modes.
- item.orientation (read-only)
- Get the item orientation flags. This is an integer bit mask, where bit 0 (0x01) is set to mirror horizontally, bit 1 (0x02) is set to mirror vertically, and bit 2 (0x04) is set to mirror along the top left-bottom right diagonal.
- item.element_state (read-only)
- Get the current element state. This will call the element state callback function to handle bindings.
- item.animation_state (read-only)
- Get the current animation state. This will call the animation state callback function to handle bindings.
Debugger¶
Some of MAME’s core debugging features can be controlled from Lua script. The
debugger must be enabled to use the debugger features (usually by passing
-debug
on the command line).
Symbol table¶
Wrap’s MAME’s symbol_table
class, providing named symbols that can be used
in expressions. Note that symbol tables can be created and used even when the
debugger is not enabled.
Instantiation¶
- emu.symbol_table(machine)
- Creates a new symbol table in the context of the specified machine,
- emu.symbol_table(parent, [device])
- Creates a new symbol table with the specified parent symbol table. If a
device is specified and it implements
device_memory_interface
, it will be used as the base for looking up address spaces and memory regions. Note that if a device that does not implementdevice_memory_interface
is supplied, it will not be used (address spaces and memory regions will be looked up relative to the root device). - emu.symbol_table(device)
- Creates a new symbol table in the context of the specified device. If the
device implements
device_memory_interface
, it will be used as the base for looking up address spaces and memory regions. Note that if a device that does not implementdevice_memory_interface
is supplied, it will only be used to determine the machine context (address spaces and memory regions will be looked up relative to the root device).
Methods¶
- symbols:set_memory_modified_func(cb)
- Set a function to call when memory is modified via the symbol table. No
arguments are passed to the function and any return values are ignored.
Call with
nil
to remove the callback. - symbols:add(name, [value])
Adds a named integer symbol. The name must be a string. If a value is supplied, it must be an integer. If a value is supplied, a read-only symbol is added with the supplied value. If no value is supplied, a read/write symbol is created with and initial value of zero. If a symbol entry with the specified name already exists in the symbol table, it will be replaced.
Returns the new symbol entry.
- symbols:add(name, getter, [setter], [format])
Adds a named integer symbol using getter and optional setter callbacks. The name must be a string. The getter must be a function returning an integer for the symbol value. If supplied, the setter must be a function that accepts a single integer argument for the new value of the symbol. A format string for displaying the symbol value may optionally be supplied. If a symbol entry with the specified name already exists in the symbol table, it will be replaced.
Returns the new symbol entry.
- symbols:add(name, minparams, maxparams, execute)
Adds a named function symbol. The name must be a string. The minimum and maximum numbers of parameters must be integers. If a symbol entry with the specified name already exists in the symbol table, it will be replaced.
Returns the new symbol entry.
- symbols:find(name)
- Returns the symbol entry with the
specified name, or
nil
if there is no symbol with the specified name in the symbol table. - symbols:find_deep(name)
- Returns the symbol entry with the
specified name, or
nil
if there is no symbol with the specified name in the symbol table or any of its parent symbol tables. - symbols:value(name)
- Returns the integer value of the symbol with the specified name, or zero if there is no symbol with the specified name in the symbol table or any of its parent symbol tables. Raises an error if the symbol with specified name is a function symbol.
- symbols:set_value(name, value)
- Sets the value of the symbol with the specified name. Raises an error if the symbol with the specified name is a read-only integer symbol or if it is a function symbol. Has no effect if there is no symbol with the specified name in the symbol table or any of its parent symbol tables.
- symbols:memory_value(name, space, offset, size, disable_se)
- Read a value from memory. Supply the name or tag of the address space or
memory region to read from, or
nil
to use the address space or memory region implied by thespace
argument. See memory accesses in debugger expressions for access type specifications that can be used for thespace
argument. The access size is specified in bytes, and must be 1, 2, 4 or 8. Thedisable_se
argument specifies whether memory access side effects should be disabled. - symbols:set_memory_value(name, space, offset, value, size, disable_se)
- Write a value to memory. Supply the name or tag of the address space or
memory region to write to, or
nil
to use the address space or memory region implied by thespace
argument. See memory accesses in debugger expressions for access type specifications that can be used for thespace
argument. The access size is specified in bytes, and must be 1, 2, 4 or 8. Thedisable_se
argument specifies whether memory access side effects should be disabled. - symbols:read_memory(space, address, size, apply_translation)
- Read a value from an address space. The access size is specified in bytes,
and must be 1, 2, 4, or 8. If the
apply_translation
argument is true, the address will be translated with debug read intention. Returns a value of the requested size with all bits set if address translation fails. - symbols:write_memory(space, address, data, size, apply_translation)
- Write a value to an address space. The access size is specified in bytes,
and must be 1, 2, 4, or 8. If the
apply_translation
argument is true, the address will be translated with debug write intention. The symbol table’s memory modified function will be called after the value is written. The value will not be written and the symbol table’s memory modified function will not be called if address translation fails.
Properties¶
- symbols.entries[]
- The symbol entries in the symbol table,
indexed by name. The
at
andindex_of
methods have O(n) complexity; all other supported operations have O(1) complexity. - symbols.parent (read-only)
- The parent symbol table, or
nil
if the symbol table has no parent.
Parsed expression¶
Wraps MAME’s parsed_expression
class, which represents a tokenised debugger
expression. Note that parsed expressions can be created and used even when the
debugger is not enabled.
Instantiation¶
- emu.parsed_expression(symbols)
- Creates an empty expression that will use the supplied symbol table to look up symbols.
- emu.parsed_expression(symbols, string, [default_base])
- Creates an expression by parsing the supplied string, looking up symbols in the supplied symbol table. If the default base for interpreting integer literals is not supplied, 16 is used (hexadecimal). Raises an error if the string contains syntax errors or uses undefined symbols.
Methods¶
- expression:set_default_base(base)
- Set the default base for interpreting numeric literals. The base must be a positive integer.
- expression:parse(string)
- Parse a debugger expression string. Replaces the current contents of the expression if it is not empty. Raises an error if the string contains syntax errors or uses undefined symbols. The previous content of the expression is not preserved when attempting to parse an invalid expression string.
- expression:execute()
- Evaluates the expression, returning an unsigned integer result. Raises an error if the expression cannot be evaluated (e.g. calling a function with an invalid number of arguments).
Properties¶
- expression.is_empty (read-only)
- A Boolean indicating whether the expression contains no tokens.
- expression.original_string (read-only)
- The original string that was parsed to create the expression.
- expression.symbols (read/write)
- The symbol table used for to look up symbols in the expression.
Symbol entry¶
Wraps MAME’s symbol_entry
class, which represents an entry in a
symbol table. Note that symbol entries
must not be used after the symbol table they belong to is destroyed.
Instantiation¶
- symbols:add(name, [value])
- Adds an integer symbol to a symbol table, returning the new symbol entry.
- symbols:add(name, getter, [setter], [format])
- Adds an integer symbol to a symbol table, returning the new symbol entry.
- symbols:add(name, minparams, maxparams, execute)
- Adds function symbol to a symbol table, returning the new symbol entry.
Properties¶
- entry.name (read-only)
- The name of the symbol entry.
- entry.format (read-only)
- The format string used to convert the symbol entry to text for display.
- entry.is_function (read-only)
- A Boolean indicating whether the symbol entry is a callable function.
- entry.is_lval (read-only)
- A Boolean indicating whether the symbol entry is an integer symbol that can be set (i.e. whether it can be used on the left-hand side of assignment expressions).
- entry.value (read/write)
- The integer value of the symbol entry. Attempting to set the value raises an error if the symbol entry is read-only. Attempting to get or set the value of a function symbol raises an error.
Debugger manager¶
Wraps MAME’s debugger_manager
class, providing the main interface to control
the debugger.
Instantiation¶
- manager.machine.debugger
- Returns the global debugger manager instance, or
nil
if the debugger is not enabled.
Methods¶
- debugger:command(str)
- Execute a debugger console command. The argument is the command string. The output is sent to both the debugger console and the Lua console.
Properties¶
- debugger.consolelog[] (read-only)
- The lines in the console log (output from debugger commands). This container only supports index and length operations.
- debugger.errorlog[] (read-only)
- The lines in the error log (
logerror
output). This container only supports index and length operations. - debugger.visible_cpu (read/write)
- The CPU device with debugger focus. Changes become visible in the debugger console after the next step. Setting to a device that is not a CPU has no effect.
- debugger.execution_state (read/write)
- Either
"run"
if the emulated system is running, or"stop"
if it is stopped in the debugger.
Device debugger interface¶
Wraps MAME’s device_debug
class, providing the debugger interface to an
emulated CPU device.
Instantiation¶
- manager.machine.devices[tag].debug
- Returns the debugger interface for an emulated CPU device, or
nil
if the device is not a CPU.
Methods¶
- debug:step([cnt])
- Step by the specified number of instructions. If the instruction count is not provided, it defaults to a single instruction.
- debug:go()
- Run the emulated CPU.
- debug:bpset(addr, [cond], [act])
Set a breakpoint at the specified address, with an optional condition and action. If the action is not specified, it defaults to just breaking into the debugger. Returns the breakpoint number for the new breakpoint.
If specified, the condition must be a debugger expression that will be evaluated each time the breakpoint is hit. Execution will only be stopped if the expression evaluates to a non-zero value. If the condition is not specified, it defaults to always active.
- debug:bpenable([bp])
- Enable the specified breakpoint, or all breakpoints for the device if no
breakpoint number is specified. Returns whether the specified number
matched a breakpoint if a breakpoint number is specified, or
nil
if no breakpoint number is specified. - debug:bpdisable([bp])
- Disable the specified breakpoint, or all breakpoints for the device if no
breakpoint number is specified. Returns whether the specified number
matched a breakpoint if a breakpoint number is specified, or
nil
if no breakpoint number is specified. - debug:bpclear([bp])
- Clear the specified breakpoint, or all breakpoints for the device if no
breakpoint number is specified. Returns whether the specified number
matched a breakpoint if a breakpoint number is specified, or
nil
if no breakpoint number is specified. - debug:bplist()
- Returns a table of breakpoints for the device. The keys are the breakpoint numbers, and the values are breakpoint objects.
- debug:wpset(space, type, addr, len, [cond], [act])
Set a watchpoint over the specified address range, with an optional condition and action. The type must be
"r"
,"w"
or"rw"
for a read, write or read/write breakpoint. If the action is not specified, it defaults to just breaking into the debugger. Returns the watchpoint number for the new watchpoint.If specified, the condition must be a debugger expression that will be evaluated each time the breakpoint is hit. Execution will only be stopped if the expression evaluates to a non-zero value. The variable 'wpaddr' is set to the address that actually triggered the watchpoint, the variable 'wpdata' is set to the data that is being read or written, and the variable 'wpsize' is set to the size of the data in bytes. If the condition is not specified, it defaults to always active.
- debug:wpenable([wp])
- Enable the specified watchpoint, or all watchpoints for the device if no
watchpoint number is specified. Returns whether the specified number
matched a watchpoint if a watchpoint number is specified, or
nil
if no watchpoint number is specified. - debug:wpdisable([wp])
- Disable the specified watchpoint, or all watchpoints for the device if no
watchpoint number is specified. Returns whether the specified number
matched a watchpoint if a watchpoint number is specified, or
nil
if no watchpoint number is specified. - debug:wpclear([wp])
- Clear the specified watchpoint, or all watchpoints for the device if no
watchpoint number is specified. Returns whether the specified number
matched a watchpoint if a watchpoint number is specified, or
nil
if no watchpoint number is specified. - debug:wplist(space)
- Returns a table of watchpoints for the specified address space of the device. The keys are the watchpoint numbers, and the values are watchpoint objects.
Breakpoint¶
Wraps MAME’s debug_breakpoint
class, representing a breakpoint for an
emulated CPU device.
Instantiation¶
- manager.machine.devices[tag].debug:bplist()[bp]
- Gets the specified breakpoint for an emulated CPU device, or
nil
if no breakpoint corresponds to the specified index.
Properties¶
- breakpoint.index (read-only)
- The breakpoint’s index. The can be used to enable, disable or clear the breakpoint via the CPU debugger interface.
- breakpoint.enabled (read/write)
- A Boolean indicating whether the breakpoint is currently enabled.
- breakpoint.address (read-only)
- The breakpoint’s address.
- breakpoint.condition (read-only)
- A debugger expression evaluated each time the breakpoint is hit. The action will only be triggered if this expression evaluates to a non-zero value. An empty string if no condition was specified.
- breakpoint.action (read-only)
- An action the debugger will run when the breakpoint is hit and the condition evaluates to a non-zero value. An empty string if no action was specified.
Watchpoint¶
Wraps MAME’s debug_watchpoint
class, representing a watchpoint for an
emulated CPU device.
Instantiation¶
- manager.machine.devices[tag].debug:wplist(space)[wp]
- Gets the specified watchpoint for an address space of an emulated CPU
device, or
nil
if no watchpoint in the address space corresponds to the specified index.
Properties¶
- watchpoint.index (read-only)
- The watchpoint’s index. The can be used to enable, disable or clear the watchpoint via the CPU debugger interface.
- watchpoint.enabled (read/write)
- A Boolean indicating whether the watchpoint is currently enabled.
- watchpoint.type (read-only)
- Either
"r"
,"w"
or"rw"
for a read, write or read/write watchpoint. - watchpoint.address (read-only)
- The starting address of the watchpoint’s address range.
- watchpoint.length (read-only)
- The length of the watchpoint’s address range.
- watchpoint.condition (read-only)
- A debugger expression evaluated each time the watchpoint is hit. The action will only be triggered if this expression evaluates to a non-zero value. An empty string if no condition was specified.
- watchpoint.action (read-only)
- An action the debugger will run when the watchpoint is hit and the condition evaluates to a non-zero value. An empty string if no action was specified.
The new 6502 family implementation¶
Introduction¶
The new 6502 family implementation has been created to reach sub-instruction accuracy in observable behaviour. It is designed with 3 goals in mind:
- every bus cycle must happen at the exact time it would happen in a real CPU, and every access the real CPU does is done
- instructions can be interrupted at any time in the middle then restarted at that point transparently
- instructions can be interrupted even from within a memory handler for bus contention/wait states emulation purposes
Point 1 has been ensured through bisimulation with the gate-level simulation perfect6502. Point 2 has been ensured structurally through a code generator which will be explained in section 8. Point 3 is not done yet due to lack of support on the memory subsystem side, but section 9 shows how it will be handled.
The 6502 family¶
The MOS 6502 family has been large and productive. A large number of variants exist, varying on bus sizes, I/O, and even opcodes. Some offshots (g65c816, hu6280) even exist that live elsewhere in the mame tree. The final class hierarchy is this:
6502
|
+------+--------+--+--+-------+-------+
| | | | | |
6510 deco16 6504 6509 rp2a03 65c02
| |
+-----+-----+ r65c02
| | | |
6510t 7501 8502 +---+---+
| |
65ce02 65sc02
|
4510
The 6510 adds an up to 8 bits I/O port, with the 6510t, 7501 and 8502 being software-identical variants with different pin count (hence I/O count), die process (NMOS, HNMOS, etc) and clock support.
The deco16 is a Deco variant with a small number of not really understood additional instructions and some I/O.
The 6504 is a pin and address-bus reduced version.
The 6509 adds internal support for paging.
The rp2a03 is the NES variant with the D flag disabled and sound functionality integrated.
The 65c02 is the very first cmos variant with some additional instructions, some fixes, and most of the undocumented instructions turned into nops. The R (Rockwell, but eventually produced by WDC too among others) variant adds a number of bitwise instructions and also stp and wai. The SC variant, used by the Lynx portable console, looks identical to the R variant. The 'S' probably indicates a static-ram-cell process allowing full DC-to-max clock control.
The 65ce02 is the final evolution of the ISA in this hierarchy, with additional instructions, registers, and removals of a lot of dummy accesses that slowed the original 6502 down by at least 25%. The 4510 is a 65ce02 with integrated MMU and GPIO support.
Usage of the classes¶
All the CPUs are standard modern CPU devices, with all the normal interaction with the device infrastructure. To include one of these CPUs in your driver you need to include "CPU/m6502/<CPU>.h" and then do a MCFG_CPU_ADD("tag", <CPU>, clock).
- 6510 variants port I/O callbacks are setup through:
- MCFG_<CPU>_PORT_CALLBACKS(READ8(type, read_method), WRITE8(type, write_method))
- And the pullup and floating lines mask is given through:
- MCFG_<CPU>_PORT_PULLS(pullups, floating)
- In order to see all bus accesses on the memory handlers it is possible to disable accesses through the direct map (at a CPU cost, of course) with:
- MCFG_M6502_DISABLE_DIRECT()
In that case, transparent decryption support is also disabled, everything goes through normal memory-map read/write calls. The state of the sync line is given by the CPU method get_sync(), making implementing the decryption in the handler possible.
Also, as for every executable device, the CPU method total_cycles() gives the current time in cycles since the start of the machine from the point of view of the CPU. Or, in other words, what is usually called the cycle number for the CPU when somebody talks about bus contention or wait states. The call is designed to be fast (no system-wide sync, no call to machine.time()) and is precise. Cycle number for every access is exact at the sub-instruction level.
The 4510 special nomap line is accessible through get_nomap().
Other than these specifics, these are perfectly normal CPU classes.
General structure of the emulations¶
Each variant is emulated through up to 4 files:
- <CPU>.h = header for the CPU class
- <CPU>.c = implementation of most of the CPU class
- d<CPU>.lst = dispatch table for the CPU
- o<CPU>.lst = opcode implementation code for the CPU
The last two are optional. They're used to generate a <CPU>.inc file in the object directory which is included by the .c file.
At a minimum, the class must include a constructor and an enum picking up the correct input line ids. See m65sc02 for a minimalist example. The header can also include specific configuration macros (see m8502) and also the class can include specific memory accessors (more on these later, simple example in m6504).
If the CPU has its own dispatch table, the class must also include the declaration (but not definition) of disasm_entries, do_exec_full and do_exec_partial, the declaration and definition of disasm_disassemble (identical for all classes but refers to the class-specific disasm_entries array) and include the .inc file (which provides the missing definitions). Support for the generation must also be added to CPU.mak.
If the CPU has in addition its own opcodes, their declaration must be done through a macro, see f.i. m65c02. The .inc file will provide the definitions.
Dispatch tables¶
Each d<CPU>.lst is the dispatch table for the CPU. Lines starting with '#' are comments. The file must include 257 entries, the first 256 being opcodes and the 257th what the CPU should do on reset. In the 6502 irq and nmi actually magically call the "brk" opcode, hence the lack of specific description for them.
Entries 0 to 255, i.e. the opcodes, must have one of these two structures:
- opcode_addressing-mode
- opcode_middle_addressing-mode
Opcode is traditionally a three-character value. Addressing mode must be a 3-letter value corresponding to one of the DASM_* macros in m6502.h. Opcode and addressing mode are used to generate the disassembly table. The full entry text is used in the opcode description file and the dispatching methods, allowing for per-CPU variants for identical-looking opcodes.
An entry of "." was usable for unimplemented/unknown opcodes, generating "???" in the disassembly, but is not a good idea at this point since it will infloop in execute() if encountered.
Opcode descriptions¶
Each o<CPU>.lst file includes the CPU-specific opcodes descriptions. An opcode description is a series of lines starting by an opcode entry by itself and followed by a series of indented lines with code executing the opcode.
For instance the asl <absolute address> opcode looks like this:
First the low part of the address is read, then the high part (read_pc is auto-incrementing). Then, now that the address is available the value to shift is read, then re-written (yes, the 6502 does that), shifted then the final result is written (do_asl takes care of the flags). The instruction finishes with a prefetch of the next instruction, as all non-CPU-crashing instructions do.
Available bus-accessing functions are:
read(adr) | standard read |
read_direct(adr) | read from program space |
read_pc() | read at the PC address and increment it |
read_pc_noinc() | read at the PC address |
read_9() | 6509 indexed-y banked read |
write(adr, val) | standard write |
prefetch() | instruction prefetch |
prefetch_noirq() | instruction prefetch without irq check |
Cycle counting is done by the code generator which detects (through string matching) the accesses and generates the appropriate code. In addition to the bus-accessing functions a special line can be used to wait for the next event (irq or whatever). "eat-all-cycles;" on a line will do that wait then continue. It is used by wai_imp and stp_imp for the m65c02.
Due to the constraints of the code generation, some rules have to be followed:
- in general, stay with one instruction/expression per line
- there must be no side effects in the parameters of a bus-accessing function
- local variables lifetime must not go past a bus access. In general, it's better to leave them to helper methods (like do_asl) which do not do bus accesses. Note that "TMP" and "TMP2" are not local variables, they're variables of the class.
- single-line then or else constructs must have braces around them if they're calling a bus-accessing function
The per-opcode generated code are methods of the CPU class. As such they have complete access to other methods of the class, variables of the class, everything.
Memory interface¶
For better opcode reuse with the MMU/banking variants, a memory access subclass has been created. It's called memory_interface, declared in m6502_device, and provides the following accessors:
UINT8 read(UINT16 adr) | normal read |
UINT8 read_sync(UINT16 adr) | opcode read with sync active (first byte of opcode) |
UINT8 read_arg(UINT16 adr) | opcode read with sync inactive (rest of opcode) |
void write(UINT16 adr, UINT8 val) | normal write |
UINT8 read_9(UINT16 adr) | special y-indexed 6509 read, defaults to read() |
void write_9(UINT16 adr, UINT8 val); | special y-indexed 6509 write, defaults to write() |
Two implementations are given by default, one usual, mi_default_normal, one disabling direct access, mi_default_nd. A CPU that wants its own interface (see 6504 or 6509 for instance) must override device_start, intialize mintf there then call init().
The generated code¶
A code generator is used to support interrupting and restarting an instruction in the middle. This is done through a two-level state machine with updates only at the boundaries. More precisely, inst_state tells you which main state you're in. It's equal to the opcode byte when 0-255, and 0xff00 means reset. It's always valid and used by instructions like rmb. inst_substate indicates at which step we are in an instruction, but it set only when an instruction has been interrupted. Let's go back to the asl <abs> code:
The complete generated code is:
One can see that the initial switch() restarts the instruction at the appropriate substate, that icount is updated after each access, and upon reaching 0 the instruction is interrupted and the substate updated. Since most instructions are started from the beginning a specific variant is generated for when inst_substate is known to be 0:
That variant removes the switch, avoiding a costly computed branch and also an inst_substate write. There is in addition a fair chance that the decrement-test with zero pair is compiled into something efficient.
All these opcode functions are called through two virtual methods, do_exec_full and do_exec_partial, which are generated into a 257-entry switch statement. Pointers-to-methods being expensive to call, a virtual function implementing a switch has a fair chance of being better.
The execute main call ends up very simple:
If an instruction was partially executed finish it (icount will then be zero if it still doesn't finish). Then try to run complete instructions. The NPC/IR dance is due to the fact that the 6502 does instruction prefetching, so the instruction PC and opcode come from the prefetch results.
Future bus contention/delay slot support¶
Supporting bus contention and delay slots in the context of the code generator only requires being able to abort a bus access when not enough cycles are available into icount, and restart it when cycles have become available again. The implementation plan is to:
- Have a delay() method on the CPU that removes cycles from icount. If icount becomes zero or less, having it throw a suspend() exception.
- Change the code generator to generate this:
A modern try/catch costs nothing if an exception is not thrown. Using this the control will go back to the main loop, which will then look like this:
A negative icount means that the CPU won't be able to do anything for some time in the future, because it's either waiting for the bus to be free or for a peripheral to answer. These cycles will be counted until elapsed and then normal processing will go on. It's important to note that the exception path only happens when the contention/wait state goes further than the scheduling slice of the CPU. That should not usually be the case, so the cost should be minimal.
Multi-dispatch variants¶
Some variants currently in the process of being supported change instruction set depending on an internal flag, either switching to a 16-bits mode or changing some register accesses to memory accesses. This is handled by having multiple dispatch tables for the CPU, the d<CPU>.lst not being 257 entries anymore but 256*n+1. The variable inst_state_base must select which instruction table to use at a given time. It must be a multiple of 256, and is in fact simply OR-ed to the first instruction byte to get the dispatch table index (aka inst_state).
Current TO-DO:¶
- Implement the bus contention/wait states stuff, but that requires support on the memory map side first.
- Integrate the I/O subsystems in the 4510
- Possibly integrate the sound subsytem in the rp2a03
- Add decent hookups for the Apple 3 madness
Software 3D Rendering in MAME¶
Background¶
Beginning in the late 1980s, many arcade games began incorporating hardware-rendered 3D graphics into their video. These 3D graphics are typically rendered from low-level primitives into a frame buffer (usually double- or triple-buffered), then perhaps combined with traditional tilemaps or sprites, before being presented to the player.
When it comes to emulating 3D games, there are two general approaches. The first approach is to leverage modern 3D hardware by mapping the low-level primitives onto modern equivalents. For a cross-platform emulator like MAME, this requires having an API that is flexible enough to describe the primitives and all their associated behaviors with high accuracy. It also requires the emulator to be able to read back from the rendered frame buffer (since many games do this) and combine it with other elements, in a way that is properly synchronized with background rendering.
The alternative approach is to render the low-level primitives directly in software. This has the advantage of being able to achieve pretty much any behavior exhibited by the original hardware, but at the cost of speed. In MAME, since all emulation happens on one thread, this is particularly painful. However, just as with the 3D hardware approach, in theory a software-based approach could be spun off to other threads to handle the work, as long as mechanisms were present to synchronize when necessary, for example, when reading/writing directly to/from the frame buffer.
For the time being, MAME has opted for the second approach, leveraging a templated helper class called poly_manager to handle common situations.
Concepts¶
At its core, poly_manager is a mechanism to support multi-threaded rendering of low-level 3D primitives. Callers provide poly_manager with a set of vertices for a primitive plus a render callback. poly_manager breaks the primitive into clipped scanline extents and distributes the work among a pool of worker threads. The render callback is then called on the worker thread for each extent, where game-specific logic can do whatever needs to happen to render the data.
One key responsibility that poly_manager takes care of is ensuring order. Given a pool of threads and a number of work items to complete, it is important that—at least within a given scanline—all work is performed serially in order. The basic approach is to assign each extent to a bucket based on the Y coordinate. poly_manager then ensures that only one worker thread at a time is responsible for processing work in a given bucket.
Vertices in poly_manager consist of simple 2D X and Y coordinates, plus zero or more additional iterated parameters. These iterated parameters can be anything: intensity values for lighting; RGB(A) colors for Gouraud shading; normalized U, V coordinates for texture mapping; 1/Z values for Z buffering; etc. Iterated parameters, regardless of what they represent, are interpolated linearly across the primitive in screen space and provided as part of the extent to the render callback.
ObjectType¶
When creating a poly_manager class, you must provide it a special type that you define, known as ObjectType.
Because rendering happens asynchronously on worker threads, the idea is that the ObjectType class will hold a snapshot of all the relevant data needed for rendering. This allows the main thread to proceed—potentially modifying some of the relevant state—while rendering happens elsewhere.
In theory, we could allocate a new ObjectType class for each primitive rendered; however, that would be rather inefficient. It is quite common to set up the rendering state and then render several primitives using the same state.
For this reason, poly_manager maintains an internal array of ObjectType objects and keeps a copy of the last ObjectType used. Before submitting a new primitive, callers can see if the rendering state has changed. If it has, it can ask poly_manager to allocate a new ObjectType class and fill it in. When the primitive is submitted for rendering, the most recently allocated ObjectType instance is implicitly captured and provided to the render callbacks.
For more complex scenarios, where data might change even more infrequently, there is a poly_array template, which can be used to manage data in a similar way. In fact, internally poly_manager uses the poly_array class to manage its ObjectType allocations. More information on the poly_array class is provided later.
Primitives¶
poly_manager supports several different types of primitives:
- The most commonly-used primitive in poly_manager is the triangle, which has the nice property that iterated parameters have constant deltas across the full surface. Arbitrary-length triangle fans and triangle strips are also supported.
- In addition to triangles, poly_manager also supports polygons with an arbitrary number of vertices. The list of vertices is expected to be in either clockwise or anticlockwise order. poly_manager will walk the edges to compute deltas across each extent.
- As a special case, poly_manager supports a tile primitive, which is a simple quad defined by two vertices, a top-left vertex and a bottom-right vertex. Like triangles, tiles have constant iterated parameter deltas across their surface.
- Finally, poly_manager supports a fully custom mechanism where the caller provides a list of extents that are more or less fed directly to the worker threads. This is useful if emulating a system that has unusual primitives or requires highly specific behaviors for its edges.
Synchronization¶
One of the key requirements of providing an asynchronous rendering mechanism is
synchronization. Synchronization in poly_manager is super simple: just
call the wait()
function.
There are several common reasons for issuing a wait:
- At display time, the pixel data must be copied to the screen. If any primitives were queued which touch the portion of the display that is going to be shown, you need to wait for rendering to be complete before copying. Note that this wait may not be strictly necessary in some situations (for example, a triple-buffered system).
- If the emulated system has a mechanism to read back from the framebuffer after rendering, then a wait must be issued prior to the read in order to ensure that asynchronous rendering is complete.
- If the emulated system modifies any state that is not cached in the ObjectType or elsewhere (for example, texture memory), then a wait must be issued to ensure that pending primitives which might consume that state have finished their work.
- If the emulated system can use a previous render target as, say, the texture source for a new primitive, then submitting the second primitive must wait until the first completes. poly_manager provides no internal mechanism to help detect this, so it is on the caller to determine when or if this is necessary.
Because the wait operation knows after it is done that all rendering is complete, poly_manager also takes this opportunity to reclaim all memory allocated for its internal structures, as well as memory allocated for ObjectType structures. Thus it is important that you don’t hang onto any ObjectType pointers after a wait is called.
The poly_manager class¶
In most applications, poly_manager is not used directly, but rather serves as the base class for a more complete rendering class. The poly_manager class itself is a template:
template<typename BaseType, class ObjectType, int MaxParams, u8 Flags = 0>
class poly_manager;
and the template parameters are:
- BaseType is the type used internally for coordinates and iterated parameters, and
should generally be either
float
ordouble
. In theory, a fixed-point integral type could also be used, though the math logic has not been designed for that, so you may encounter problems. - ObjectType is the user-defined per-object data structure described above. Internally, poly_manager will manage a poly_array of these, and a pointer to the most-recently allocated one at the time a primitive is submitted will be implicitly passed to the render callback for each corresponding extent.
- MaxParams is the maximum number of iterated parameters that may be specified in a vertex. Iterated parameters are generic and treated identically, so the mapping of parameter indices is completely up to the contract between the caller and the render callback. It is permitted for MaxParams to be 0.
- Flags is zero or more of the following flags:
- POLY_FLAG_NO_WORK_QUEUE — specify this flag to disable asynchronous rendering; this
can be useful for debugging. When this option is enabled, all primitives are queued
and then processed in order on the calling thread when
wait()
is called on the poly_manager class. - POLY_FLAG_NO_CLIPPING — specify this if you want poly_manager to skip its internal clipping. Use this if your render callbacks do their own clipping, or if the caller always handles clipping prior to submitting primitives.
- POLY_FLAG_NO_WORK_QUEUE — specify this flag to disable asynchronous rendering; this
can be useful for debugging. When this option is enabled, all primitives are queued
and then processed in order on the calling thread when
Types & Constants¶
vertex_t¶
Within the poly_manager class, you’ll find a vertex_t type that describes a single vertex. All primitive drawing methods accept 2 or more of these vertex_t objects. The vertex_t includes the X and Y coordinates along with an array of iterated parameter values at that vertex:
struct vertex_t
{
vertex_t() { }
vertex_t(BaseType _x, BaseType _y) { x = _x; y = _y; }
BaseType x, y; // X, Y coordinates
std::array<BaseType, MaxParams> p; // iterated parameters
};
Note that vertex_t itself is defined in terms of the BaseType and MaxParams template values of the owning poly_manager class.
All of poly_manager’s primitives operate in screen space, where (0,0) represents the top-left corner of the top-left pixel, and (0.5,0.5) represents the center of that pixel. Left and top pixel values are inclusive, while right and bottom pixel values are exclusive.
Thus, a tile rendered from (2,2)-(4,3) will completely cover 2 pixels: (2,2) and (3,2).
When calling a primitive drawing method, the iterated parameter array p need not be completely filled out. The number of valid iterated parameter values is specified as a template parameter to the primitive drawing methods, so only that many parameters need to actually be populated in the vertex_t structures that are passed in.
extent_t¶
poly_manager breaks primitives into extents, which are contiguous horizontal spans contained within a single scanline. These extents are then distributed to worker threads, who will call the render callback with information on how to render each extent. The extent_t type describes one such extent, providing the bounding X coordinates along with an array of iterated parameter start values and deltas across the span:
struct extent_t
{
struct param_t
{
BaseType start; // parameter value at start
BaseType dpdx; // dp/dx relative to start
};
int16_t startx, stopx; // starting (inclusive)/ending (exclusive) endpoints
std::array<param_t, MaxParams> param; // array of parameter start/deltas
void *userdata; // custom per-span data
};
For each iterated parameter, the start value contains the value at the left side of the span. The dpdx value contains the change of the parameter’s value per X coordinate.
There is also a userdata field in the extent_t structure, which is not normally used, except when performing custom rendering.
render_delegate¶
When rendering a primitive, in addition to the vertices, you must also provide a render_delegate callback of the form:
void render(int32_t y, extent_t const &extent, ObjectType const &object, int threadid)
This callback is responsible for the actual rendering. It will be called at a later time, likely on a different thread, for each extent. The parameters passed are:
- y is the Y coordinate (scanline) of the current extent.
- extent is a reference to a extent_t structure, described above, which specifies for this extent the start/stop X values along with the start/delta values for each iterated parameter.
- object is a reference to the most recently allocated ObjectType at the time the primitive was submitted for rendering; in theory it should contain most of not all of the necessary data to perform rendering.
- threadid is a unique ID indicating the index of the thread you’re running on; this value is useful if you are keeping any kind of statistics and don’t want to add contention over shared values. In this situation, you can allocate WORK_MAX_THREADS instances of your data and update the instance for the threadid you are passed. When you want to display the statistics, the main thread can accumulate and reset the data from all threads when it’s safe to do so (e.g., after a wait).
Methods¶
poly_manager¶
poly_manager(running_machine &machine);
The poly_manager constructor takes just one parameter, a reference to the running_machine. This grants poly_manager access to the work queues needed for multithreaded running.
wait¶
void wait(char const *debug_reason = "general");
Calling wait()
stalls the calling thread until all outstanding rendering is complete:
- debug_reason is an optional parameter specifying the reason for the wait. It is useful if the compile-time constant TRACK_POLY_WAITS is enabled, as it will print a summary of wait times and reasons at the end of execution.
Return value: none.
object_data¶
objectdata_array &object_data();
This method just returns a reference to the internally-maintained poly_array of the
ObjectType you specified when creating poly_manager. For most applications, the
only interesting thing to do with this object is call the next()
method to allocate
a new object to fill out.
Return value: reference to a poly_array of ObjectType.
register_poly_array¶
void register_poly_array(poly_array_base &array);
For advanced applications, you may choose to create your own poly_array objects to
manage large chunks of infrequently-changed data, such a palettes. After each wait()
,
poly_manager resets all the poly_array objects it knows about in order to reclaim all
outstanding allocated memory. By registering your poly_array objects here, you can ensure
that your arrays will also be reset after an wait()
call.
Return value: none.
render_tile¶
template<int ParamCount>
uint32_t render_tile(rectangle const &cliprect, render_delegate callback,
vertex_t const &v1, vertex_t const &v2);
This method enqueues a single tile primitive for rendering:
- ParamCount is the number of live values in the iterated parameter array within each vertex_t provided; it must be no greater than the MaxParams value specified in the poly_manager template instantiation.
- cliprect is a reference to a clipping rectangle. All pixels and parameter values are clipped to stay within these bounds before being added to the work queues for rendering, unless POLY_FLAG_NO_CLIPPING was specified as a flag parameter to poly_manager.
- callback is the render callback delegate that will be called to render each extent.
- v1 contains the coordinates and iterated parameters for the top-left corner of the tile.
- v2 contains the coordinates and iterated parameters for the bottom-right corner of the tile.
Return value: the total number of clipped pixels represented by the enqueued extents.
render_triangle¶
template<int ParamCount>
uint32_t render_triangle(rectangle const &cliprect, render_delegate callback,
vertex_t const &v1, vertex_t const &v2, vertex_t const &v3);
This method enqueues a single triangle primitive for rendering:
- ParamCount is the number of live values in the iterated parameter array within each vertex_t provided; it must be no greater than the MaxParams value specified in the poly_manager template instantiation.
- cliprect is a reference to a clipping rectangle. All pixels and parameter values are clipped to stay within these bounds before being added to the work queues for rendering, unless POLY_FLAG_NO_CLIPPING was specified as a flag parameter to poly_manager.
- callback is the render callback delegate that will be called to render each extent.
- v1, v2, v3 contain the coordinates and iterated parameters for each vertex of the triangle.
Return value: the total number of clipped pixels represented by the enqueued extents.
render_triangle_fan¶
template<int ParamCount>
uint32_t render_triangle_fan(rectangle const &cliprect, render_delegate callback,
int numverts, vertex_t const *v);
This method enqueues one or more triangle primitives for rendering, specified in fan order:
- ParamCount is the number of live values in the iterated parameter array within each vertex_t provided; it must be no greater than the MaxParams value specified in the poly_manager template instantiation.
- cliprect is a reference to a clipping rectangle. All pixels and parameter values are clipped to stay within these bounds before being added to the work queues for rendering, unless POLY_FLAG_NO_CLIPPING was specified as a flag parameter to poly_manager.
- callback is the render callback delegate that will be called to render each extent.
- numverts is the total number of vertices provided; it must be at least 3.
- v is a pointer to an array of vertex_t objects containing the coordinates and iterated parameters for all the triangles, in fan order. This means that the first vertex is fixed. So if 5 vertices are provided, indicating 3 triangles, the vertices used will be: (0,1,2) (0,2,3) (0,3,4)
Return value: the total number of clipped pixels represented by the enqueued extents.
render_triangle_strip¶
template<int ParamCount>
uint32_t render_triangle_strip(rectangle const &cliprect, render_delegate callback,
int numverts, vertex_t const *v);
This method enqueues one or more triangle primitives for rendering, specified in strip order:
- ParamCount is the number of live values in the iterated parameter array within each vertex_t provided; it must be no greater than the MaxParams value specified in the poly_manager template instantiation.
- cliprect is a reference to a clipping rectangle. All pixels and parameter values are clipped to stay within these bounds before being added to the work queues for rendering, unless POLY_FLAG_NO_CLIPPING was specified as a flag parameter to poly_manager.
- callback is the render callback delegate that will be called to render each extent.
- numverts is the total number of vertices provided; it must be at least 3.
- v is a pointer to an array of vertex_t objects containing the coordinates and iterated parameters for all the triangles, in strip order. So if 5 vertices are provided, indicating 3 triangles, the vertices used will be: (0,1,2) (1,2,3) (2,3,4)
Return value: the total number of clipped pixels represented by the enqueued extents.
render_polygon¶
template<int NumVerts, int ParamCount>
uint32_t render_polygon(rectangle const &cliprect, render_delegate callback, vertex_t const *v);
This method enqueues a single polygon primitive for rendering:
- NumVerts is the number of vertices in the polygon.
- ParamCount is the number of live values in the iterated parameter array within each vertex_t provided; it must be no greater than the MaxParams value specified in the poly_manager template instantiation.
- cliprect is a reference to a clipping rectangle. All pixels and parameter values are clipped to stay within these bounds before being added to the work queues for rendering, unless POLY_FLAG_NO_CLIPPING was specified as a flag parameter to poly_manager.
- callback is the render callback delegate that will be called to render each extent.
- v is a pointer to an array of vertex_t objects containing the coordinates and iterated parameters for the polygon. Vertices are assumed to be in either clockwise or anticlockwise order.
Return value: the total number of clipped pixels represented by the enqueued extents.
render_extents¶
template<int ParamCount>
uint32_t render_extents(rectangle const &cliprect, render_delegate callback,
int startscanline, int numscanlines, extent_t const *extents);
This method enqueues custom extents directly:
- ParamCount is the number of live values in the iterated parameter array within each vertex_t provided; it must be no greater than the MaxParams value specified in the poly_manager template instantiation.
- cliprect is a reference to a clipping rectangle. All pixels and parameter values are clipped to stay within these bounds before being added to the work queues for rendering, unless POLY_FLAG_NO_CLIPPING was specified as a flag parameter to poly_manager.
- callback is the render callback delegate that will be called to render each extent.
- startscanline is the Y coordinate of the first extent provided.
- numscanlines is the number of extents provided.
- extents is a pointer to an array of extent_t objects containing the start/stop X coordinates and iterated parameters. The userdata field of the source extents is copied to the target as well (this field is otherwise unused for all other types of rendering).
Return value: the total number of clipped pixels represented by the enqueued extents.
zclip_if_less¶
template<int ParamCount>
int zclip_if_less(int numverts, vertex_t const *v, vertex_t *outv, BaseType clipval);
This method is a helper method to clip a polygon against a provided Z value. It assumes that the first iterated parameter in vertex_t represents the Z coordinate. If any edge crosses the Z plane represented by clipval that edge is clipped.
- ParamCount is the number of live values in the iterated parameter array within each vertex_t provided; it must be no greater than the MaxParams value specified in the poly_manager template instantiation.
- numverts is the number of vertices in the input array.
- v is a pointer to the input array of vertex_t objects.
- outv is a pointer to the output array of vertex_t objects. v and outv cannot overlap or point to the same memory.
- clipval is the value to compare parameter 0 against for clipping.
Return value: the number of output vertices written to outv. Note that by design it is possible for this method to produce more vertices than the input array, so callers should ensure there is enough room in the output buffer to accommodate this.
Example Renderer¶
Here is a complete example of how to create a software 3D renderer using poly_manager. Our example renderer will only handle flat and Gouraud-shaded triangles with depth (Z) buffering.
Types¶
The first thing we need to define is our externally-visible vertex format, which is distinct from the internal vertex_t that poly_manager will define. In theory you could use vertex_t directly, but the generic nature of poly_manager’s iterated parameters make it awkward:
struct example_vertex
{
float x, y, z; // X,Y,Z coordinates
rgb_t color; // color at this vertex
};
Next we define the ObjectType needed by poly_manager. For our simple case, we define an example_object_data struct that consists of pointers to our rendering buffers, plus a couple of fixed values that are consumed in some cases. More complex renderers would typically have many more object-wide parameters defined here:
struct example_object_data
{
bitmap_rgb32 *dest; // pointer to the rendering bitmap
bitmap_ind16 *depth; // pointer to the depth bitmap
rgb_t color; // overall color (for clearing and flat shaded case)
uint16_t depthval; // fixed depth v alue (for clearing)
};
Now it’s time to define our renderer class, which we derive from poly_manager. As
template parameters we specify float
as the base type for our data, since that will
be enough accuracy for this example, and we also provide our example_object_data as
the ObjectType class, plus the maximum number of iterated parameters our renderer
will ever need (4 in this case):
class example_renderer : public poly_manager<float, example_object_data, 4>
{
public:
example_renderer(running_machine &machine, uint32_t width, uint32_t height);
bitmap_rgb32 *swap_buffers();
void clear_buffers(rgb_t color, uint16_t depthval);
void draw_triangle(example_vertex const *verts);
private:
static uint16_t ooz_to_depthval(float ooz);
void draw_triangle_flat(example_vertex const *verts);
void draw_triangle_gouraud(example_vertex const *verts);
void render_clear(int32_t y, extent_t const &extent, example_object_data const &object, int threadid);
void render_flat(int32_t y, extent_t const &extent, example_object_data const &object, int threadid);
void render_gouraud(int32_t y, extent_t const &extent, example_object_data const &object, int threadid);
int m_draw_buffer;
bitmap_rgb32 m_display[2];
bitmap_ind16 m_depth;
};
Constructor¶
The constructor for our example renderer just initializes poly_manager and allocates the rendering and depth buffers:
example_renderer::example_renderer(running_machine &machine, uint32_t width, uint32_t height) :
poly_manager(machine),
m_draw_buffer(0)
{
// allocate two display buffers and a depth buffer
m_display[0].allocate(width, height);
m_display[1].allocate(width, height);
m_depth.allocate(width, height);
}
swap_buffers¶
The first interesting method in our renderer is swap_buffers()
, which returns a pointer to
the buffer we’ve been drawing to, and sets up the other buffer as the new drawing target. The
idea is that the display update handler will call this method to get ahold of the bitmap to
display to the user:
bitmap_rgb32 *example_renderer::swap_buffers()
{
// wait for any rendering to complete before returning the buffer
wait("swap_buffers");
// return the current draw buffer and then switch to the other
// for future drawing
bitmap_rgb32 *result = &m_display[m_draw_buffer];
m_draw_buffer ^= 1;
return result;
}
The most important thing here to note here is the call to poly_manager’s wait()
, which
will block the current thread until all rendering is complete. This is important because
otherwise the caller may receive a bitmap that is still being drawn to, leading to torn
or corrupt visuals.
clear_buffers¶
One of the most common operations to perform when doing 3D rendering is to initialize or clear the display and depth buffers to a known value. This method below leverages the tile primitive to render a rectangle over the screen by passing in (0,0) and (width,height) for the two vertices.
Because the color and depth values to clear the buffer to are constant, they are stored in
a freshly-allocated example_object_data object, along with a pointer to the buffers in
question. The render_tile()
call is made with a <0>
suffix indicating that there are
no iterated parameters to worry about:
void example_renderer::clear_buffers(rgb_t color, uint16_t depthval)
{
// allocate object data and populate it with information needed
example_object_data &object = object_data().next();
object.dest = &m_display[m_draw_buffer];
object.depth = &m_depth;
object.color = color;
object.depthval = depthval;
// top,left coordinate is always (0,0)
vertex_t topleft;
topleft.x = 0;
topleft.y = 0;
// bottom,right coordinate is (width,height)
vertex_t botright;
botright.x = m_display[0].width();
botright.y = m_display[0].height();
// render as a tile with 0 iterated parameters
render_tile<0>(m_display[0].cliprect(),
render_delegate(&example_renderer::render_clear, this),
topleft, botright);
}
The render callback provided to render_tile()
is also defined (privately) in our class,
and handles a single span. Note how the rendering parameters are extracted from the
example_object_data struct provided:
void example_renderer::render_clear(int32_t y, extent_t const &extent, example_object_data const &object, int threadid)
{
// get pointers to the start of the depth buffer and destination scanlines
uint16_t *depth = &object.depth->pix(y);
uint32_t *dest = &object.dest->pix(y);
// loop over the full extent and just store the constant values from the object
for (int x = extent.startx; x < extent.stopx; x++)
{
dest[x] = object.color;
depth[x] = object.depthval;
}
}
Another important point to make is that the X coordinates provided by extent struct are inclusive of startx but exclusive of stopx. Clipping is performed ahead of time so that the render callback can focus on laying down pixels as quickly as possible with minimal overhead.
draw_triangle¶
Next up, we have our actual triangle rendering function, which will draw a single triangle given an array of three vertices provided in the external example_vertex format:
void example_renderer::draw_triangle(example_vertex const *verts)
{
// flat shaded case
if (verts[0].color == verts[1].color && verts[0].color == verts[2].color)
draw_triangle_flat(verts);
else
draw_triangle_gouraud(verts);
}
Because it is simpler and faster to render a flat shaded triangle, the code checks to see if the colors are the same on all three vertices. If they are, we call through to a special flat-shaded case, otherwise we process it as a full Gouraud-shaded triangle.
This is a common technique to optimize rendering performance: identify special cases that reduce the per-pixel work, and route them to separate render callbacks that are optimized for that special case.
draw_triangle_flat¶
Here’s the setup code for rendering a flat-shaded triangle:
void example_renderer::draw_triangle_flat(example_vertex const *verts)
{
// allocate object data and populate it with information needed
example_object_data &object = object_data().next();
object.dest = &m_display[m_draw_buffer];
object.depth = &m_depth;
// in this case the color is constant and specified in the object data
object.color = verts[0].color;
// copy X, Y, and 1/Z into poly_manager vertices
vertex_t v[3];
for (int vertnum = 0; vertnum < 3; vertnum++)
{
v[vertnum].x = verts[vertnum].x;
v[vertnum].y = verts[vertnum].y;
v[vertnum].p[0] = 1.0f / verts[vertnum].z;
}
// render the triangle with 1 iterated parameter (1/Z)
render_triangle<1>(m_display[0].cliprect(),
render_delegate(&example_renderer::render_flat, this),
v[0], v[1], v[2]);
}
First, we put the fixed color into the example_object_data directly, and then fill out three vertex_t objects with the X and Y coordinates in the usual spot, and 1/Z as our one and only iterated parameter. (We use 1/Z here because iterated parameters are interpolated linearly in screen space. Z is not linear in screen space, but 1/Z is due to perspective correction.)
Our flat-shaded case then calls render_trangle
specifying <1>
iterated parameter to
interpolate, and pointing to a special-case flat render callback:
void example_renderer::render_flat(int32_t y, extent_t const &extent, example_object_data const &object, int threadid)
{
// get pointers to the start of the depth buffer and destination scanlines
uint16_t *depth = &object.depth->pix(y);
uint32_t *dest = &object.dest->pix(y);
// get the starting 1/Z value and the delta per X
float ooz = extent.param[0].start;
float doozdx = extent.param[0].dpdx;
// iterate over the extent
for (int x = extent.startx; x < extent.stopx; x++)
{
// convert the 1/Z value into an integral depth value
uint16_t depthval = ooz_to_depthval(ooz);
// if closer than the current pixel, copy the color and depth value
if (depthval < depth[x])
{
dest[x] = object.color;
depth[x] = depthval;
}
// regardless, update the 1/Z value for the next pixel
ooz += doozdx;
}
}
This render callback is a bit more involved than the clearing case.
First, we have an iterated parameter (1/Z) to deal with, whose starting and X-delta values we extract from the extent before the start of the inner loop.
Second, we perform depth buffer testing, using ooz_to_depthval()
as a helper
to transform the floating-point 1/Z value into a 16-bit integer. We compare this value against
the current depth buffer value, and only store the pixel/depth value if it’s less.
At the end of each iteration, we advance the 1/Z value by the X-delta in preparation for the next pixel.
draw_triangle_gouraud¶
Finally we get to the code for the full-on Gouraud-shaded case:
void example_renderer::draw_triangle_gouraud(example_vertex const *verts)
{
// allocate object data and populate it with information needed
example_object_data &object = object_data().next();
object.dest = &m_display[m_draw_buffer];
object.depth = &m_depth;
// copy X, Y, 1/Z, and R,G,B into poly_manager vertices
vertex_t v[3];
for (int vertnum = 0; vertnum < 3; vertnum++)
{
v[vertnum].x = verts[vertnum].x;
v[vertnum].y = verts[vertnum].y;
v[vertnum].p[0] = 1.0f / verts[vertnum].z;
v[vertnum].p[1] = verts[vertnum].color.r();
v[vertnum].p[2] = verts[vertnum].color.g();
v[vertnum].p[3] = verts[vertnum].color.b();
}
// render the triangle with 4 iterated parameters (1/Z, R, G, B)
render_triangle<4>(m_display[0].cliprect(),
render_delegate(&example_renderer::render_gouraud, this),
v[0], v[1], v[2]);
}
Here we have 4 iterated parameters: the 1/Z depth value, plus red, green, and blue,
stored as floating point values. We call render_triangle()
with <4>
as the
number of iterated parameters to process, and point to the full Gouraud render callback:
void example_renderer::render_gouraud(int32_t y, extent_t const &extent, example_object_data const &object, int threadid)
{
// get pointers to the start of the depth buffer and destination scanlines
uint16_t *depth = &object.depth->pix(y);
uint32_t *dest = &object.dest->pix(y);
// get the starting 1/Z value and the delta per X
float ooz = extent.param[0].start;
float doozdx = extent.param[0].dpdx;
// get the starting R,G,B values and the delta per X as 8.24 fixed-point values
uint32_t r = uint32_t(extent.param[1].start * float(1 << 24));
uint32_t drdx = uint32_t(extent.param[1].dpdx * float(1 << 24));
uint32_t g = uint32_t(extent.param[2].start * float(1 << 24));
uint32_t dgdx = uint32_t(extent.param[2].dpdx * float(1 << 24));
uint32_t b = uint32_t(extent.param[3].start * float(1 << 24));
uint32_t dbdx = uint32_t(extent.param[3].dpdx * float(1 << 24));
// iterate over the extent
for (int x = extent.startx; x < extent.stopx; x++)
{
// convert the 1/Z value into an integral depth value
uint16_t depthval = ooz_to_depthval(ooz);
// if closer than the current pixel, assemble the color
if (depthval < depth[x])
{
dest[x] = rgb_t(r >> 24, g >> 24, b >> 24);
depth[x] = depthval;
}
// regardless, update the 1/Z and R,G,B values for the next pixel
ooz += doozdx;
r += drdx;
g += dgdx;
b += dbdx;
}
}
This follows the same pattern as the flat-shaded callback, except we have 4 iterated parameters to step through.
Note that even though the iterated parameters are of float
type, we convert the
color values to fixed-point integers when iterating over them. This saves us doing 3
float-to-int conversions each pixel. The original RGB values were 0-255, so interpolation
can only produce values in the 0-255 range. Thus we can use 24 bits of a 32-bit integer as
the fraction, which is plenty accurate for this case.
Advanced Topic: the poly_array class¶
poly_array is a template class that is used to manage a dynamically-sized vector of
objects whose lifetime starts at allocation and ends when reset()
is called. The
poly_manager class uses several poly_array objects internally, including one for
allocated ObjectType data, one for each primitive rendered, and one for holding all
allocated extents.
poly_array has an additional property where after a reset it retains a copy of the most
recently allocated object. This ensures that callers can always call last()
and get
a valid object, even immediately after a reset.
The poly_array class requires two template parameters:
template<class ArrayType, int TrackingCount>
class poly_array;
These parameters are:
- ArrayType is the type of object you wish to allocate and manage.
- TrackingCount is the number of objects you wish to preserve after a reset. Typically this value is either 0 (you don’t care to track any objects) or 1 (you only need one object); however, if you are using poly_array to manage a shared collection of objects across several independent consumers, it can be higher. See below for an example where this might be handy.
Note that objects allocated by poly_array are owned by poly_array and will be automatically freed upon exit.
poly_array is optimized for use in high frequency multi-threaded systems. Therefore, one added feature of the class is that it rounds the allocation size of ArrayType to the nearest cache line boundary, on the assumption that neighboring entries could be accessed by different cores simultaneously. Keeping each ArrayType object in its own cache line ensures no false sharing performance impacts.
Currently, poly_array has no mechanism to determine cache line size at runtime, so it presumes that 64 bytes is a typical cache line size, which is true for most x64 and ARM chips as of 2021. This value can be altered by changing the CACHE_LINE_SHIFT constant defined at the top of the class.
Objects allocated by poly_array are created in 64k chunks. At construction time, one chunk’s worth of objects is allocated up front. The chunk size is controlled by the CHUNK_GRANULARITY constant defined at the top of the class.
As more objects are allocated, if poly_array runs out of space, it will dynamically
allocate more. This will produce discontiguous chunks of objects until the next reset()
call, at which point poly_array will reallocate all the objects into a contiguous
vector once again.
For the case where poly_array is used to manage a shared pool of objects, it can be
configured to retain multiple most recently allocated items by using a TrackingCount
greater than 1. For example, if poly_array is managing objects for two texture units,
then it can set TrackingCount equal to 2, and pass the index of the texture unit in
calls to next()
and last()
. After a reset, poly_array will remember the most
recently allocated object for each of the units independently.
Methods¶
poly_array¶
poly_array();
The poly_array contructor requires no parameters and simply pre-allocates one chunk of objects in preparation for future allocations.
itemsize¶
size_t itemsize() const;
Return value: the size of an object, rounded up to the nearest cache line boundary.
allocated¶
u32 allocated() const;
Return value: the number of objects that fit within what’s currently been allocated.
byindex¶
ArrayType &byindex(u32 index);
Returns a reference to an object in the array by index. Equivalent to [index] on a normal array:
- index is the index of the item you wish to reference.
Return value: a reference to the object in question. Since a reference is returned,
it is your responsibility to ensure that index is less than count()
as there
is no mechanism to return an invalid result.
contiguous¶
ArrayType *contiguous(u32 index, u32 count, u32 &chunk);
Returns a pointer to the base of a contiguous section of count items starting at index. Because poly_array dynamically resizes, it may not be possible to access all count objects contiguously, so the number of actually contiguous items is returned in chunk:
- index is the index of the first item you wish to access contiguously.
- count is the number of items you wish to access contiguously.
- chunk is a reference to a variable that will be set to the actual number of
contiguous items available starting at index. If chunk is less than count,
then the caller should process the chunk items returned, then call
countiguous()
again at (index + chunk) to access the rest.
Return value: a pointer to the first item in the contiguous chunk. No range checking
is performed, so it is your responsibility to ensure that index + count is less
than or equal to count()
.
indexof¶
int indexof(ArrayType &item) const;
Returns the index within the array of the given item:
- item is a reference to an item in the array.
Return value: the index of the item. It should always be the case that:
array.indexof(array.byindex(index)) == index
reset¶
void reset();
Resets the poly_array by semantically deallocating all objects. If previous allocations created a discontiguous array, a fresh vector is allocated at this time so that future allocations up to the same level will remain contiguous.
Note that the ArrayType destructor is not called on objects as they are deallocated.
Return value: none.
next¶
ArrayType &next(int tracking_index = 0);
Allocates a new object and returns a reference to it. If there is not enough space for a new object in the current array, a new discontiguous array is created to hold it:
- tracking_index is the tracking index you wish to assign the new item to. In the common case this is 0, but could be non-zero if using a TrackingCount greater than 1.
Return value: a reference to the object. Note that the placement new operator is called on this object, so the default ArrayType constructor will be invoked here.
last¶
ArrayType &last(int tracking_index = 0) const;
Returns a reference to the last object allocated:
- tracking_index is the tracking index whose object you want. In the common case this is 0, but could be non-zero if using a TrackingCount greater than 1. poly_array remembers the most recently allocated object independently for each tracking_index.
Return value: a reference to the last allocated object.
MAME and security concerns¶
MAME is not intended or designed to run in secure sites. It has not been security audited for such types of usage, and has been known in the past to have flaws that could be used for malicious intent if run as administator or root.
We do not suggest or condone the use of MAME as administrator or root and use as such is done at your own risk.
Bug reports, however, are always welcome.
The MAME License¶
The MAME project as a whole is distributed under the terms of the GNU General Public License, version 2 or later (GPL-2.0+), since it contains code made available under multiple GPL-compatible licenses. A great majority of files (over 90% including core files) are under the 3-Clause BSD License and we would encourage new contributors to distribute files under this license.
Please note that MAME is a registered trademark of Gregory Ember, and permission is required to use the “MAME” name, logo, or wordmark.
Copyright (C) 1997-2022 MAMEDev and contributors
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Please see the license information for further details.
Contribute¶
The documentation on this site is the handiwork of our many contributors.