--- sdlmame-0.136.orig/debian/control +++ sdlmame-0.136/debian/control @@ -0,0 +1,34 @@ +Source: sdlmame +Section: otherosfs +Priority: optional +Maintainer: Ubuntu MOTU Developers +XSBC-Original-Maintainer: Cesare Falco +Homepage: http://rbelmont.mameworld.info/?page_id=163 +Build-Depends: debhelper (>= 5.0.38), zlib1g-dev, libexpat1-dev (>= 2.0.1), libsdl1.2-dev (>= 1.2.11), libxinerama-dev, libgconf2-dev, libgtk2.0-dev, gcc-4.2 +Standards-Version: 3.8.0 + + +Package: sdlmame +Architecture: i386 amd64 powerpc +Depends: ${shlibs:Depends} +Suggests: sdlmame-tools, joystick +Conflicts: xmame-common, xmame-gl, xmame-sdl, xmame-svga, xmame-tools, xmame-x +Provides: mame +Description: An emulator for many arcade games + SDLMame is a software emulator of several arcade games from the past. + + +Package: sdlmame-tools +Architecture: i386 amd64 powerpc +Depends: ${shlibs:Depends} +Recommends: sdlmame (= ${binary:Version}) +Conflicts: xmame-tools +Description: SDL Multiple Arcade Machine Emulator tools + A set of useful tools for the SDL Multiple Arcade Machine Emulator: + * chdman - MAME Compressed Hunks of Data (CHD) manager + * jedutil - Converts a .JED file into its binary form, and viceversa + * ldverify - MAME laserdisc data checker + * romcmp - MAME rom and romsets check and comparison tool + * testkeys - Returns SDL keycode for key pressed + + --- sdlmame-0.136.orig/debian/rules +++ sdlmame-0.136/debian/rules @@ -0,0 +1,154 @@ +#!/usr/bin/make -f + +# Building rules for sdlmame source package +# (c) Copyright 2007 Cesare Falco +# +# Licensed under the GNU General Public License, version 2. See the file +# /usr/share/common-licenses/GPL-2 or . + +DEB_HOST_ARCH := $(shell dpkg-architecture -qDEB_HOST_ARCH) + +VER=0.136 +MD5SUM=3a83a5ba70b63298f4173558ccad1eba + +# Override relevant make variables in original makefile +DEB_SDLMAME_OPTS = \ + OPT_FLAGS="-D'INI_PATH=\"/etc/sdlmame\"' -D_FORTIFY_SOURCE=0" \ + NAME=sdlmame \ + TARGET=mame \ + SUBTARGET=mame \ + OSD=sdl \ + CROSS_BUILD_OSD= \ + TARGETOS=unix \ + PREFIX= \ + SUFFIX= \ + DEBUG= \ + PROFILER= \ + MACOSX_USE_LIBSDL= \ + BUILD_EXPAT= \ + BUILD_ZLIB= \ + SYMBOLS= \ + PROFILE= \ + MAP= \ + VERBOSE= \ + OPTIMIZE=3 \ + CPP_COMPILE= \ + DISTRO=ubuntu-intrepid + +# Override make variables for specific archs +ifeq ($(DEB_HOST_ARCH),i386) +DEB_SDLMAME_OPTS += \ + ARCHOPTS=-march=pentium2 \ + FORCE_DRC_C_BACKEND= \ + PTR64= \ + BIGENDIAN= \ + NOASM= +endif + +ifeq ($(DEB_HOST_ARCH),amd64) +DEB_SDLMAME_OPTS += \ + ARCHOPTS=-march=athlon64 \ + FORCE_DRC_C_BACKEND= \ + PTR64=1 \ + BIGENDIAN= \ + NOASM= +endif + +ifeq ($(DEB_HOST_ARCH),powerpc) +DEB_SDLMAME_OPTS += \ + ARCHOPTS=-mcpu=G4 \ + FORCE_DRC_C_BACKEND=1 \ + PTR64= \ + BIGENDIAN=1 \ + NOASM= +endif + +ifeq ($(DEB_HOST_ARCH),sparc) +DEB_SDLMAME_OPTS += \ + ARCHOPTS= \ + FORCE_DRC_C_BACKEND=1 \ + PTR64= \ + BIGENDIAN=1 \ + NOASM=1 +endif + +ifeq ($(DEB_HOST_ARCH),hppa) +DEB_SDLMAME_OPTS += \ + ARCHOPTS= \ + FORCE_DRC_C_BACKEND=1 \ + PTR64= \ + BIGENDIAN=1 \ + NOASM=1 +endif + +ifeq ($(DEB_HOST_ARCH),ia64) +DEB_SDLMAME_OPTS += \ + ARCHOPTS= \ + FORCE_DRC_C_BACKEND= \ + PTR64=1 \ + BIGENDIAN= \ + NOASM= +endif + + +build: build-stamp +build-stamp: + dh_testdir + $(MAKE) -j3 $(DEB_SDLMAME_OPTS) + touch build-stamp + + +clean: clean-source +clean-source: + dh_testdir + dh_testroot + rm -f build-stamp + $(MAKE) clean + dh_clean + + +install: build + dh_testdir + dh_testroot + dh_clean -k + dh_installdirs + + +get-orig-source: sdlmame$(subst .,,$(VER)).zip whatsnew_$(subst .,,$(VER)).txt + echo "$(MD5SUM) *sdlmame$(subst .,,$(VER)).zip" | md5sum -c - + unzip -q sdlmame$(subst .,,$(VER)).zip + mv sdlmame$(subst .,,$(VER)) sdlmame-$(VER) + mv whatsnew_$(subst .,,$(VER)).txt sdlmame-$(VER)/whatsnew.txt + tar -cf sdlmame_$(VER).orig.tar sdlmame-$(VER) + rm -f sdlmame_$(VER).orig.tar.gz + gzip -9 sdlmame_$(VER).orig.tar + rm -rf sdlmame-$(VER) sdlmame$(subst .,,$(VER)).zip + +sdlmame$(subst .,,$(VER)).zip: + wget -U Ubuntu -P . http://rbelmont.mameworld.info/sdlmame$(subst .,,$(VER)).zip + +whatsnew_$(subst .,,$(VER)).txt: + wget -U Ubuntu -P . http://mamedev.org/releases/whatsnew_$(subst .,,$(VER)).txt + + +binary-indep: +binary-arch: install + dh_testdir + dh_testroot + dh_installchangelogs --keep whatsnew.txt + dh_installdocs --exclude=license.txt --exclude=windows.txt --exclude=whatsnew.txt + dh_install --exclude=OSX.txt + dh_installman + dh_installexamples + dh_link + dh_strip + dh_compress + dh_fixperms + dh_installdeb + dh_shlibdeps + dh_gencontrol + dh_md5sums + dh_builddeb + +binary: binary-indep binary-arch +.PHONY: build clean clean-source install binary-indep binary-arch binary get-orig-source --- sdlmame-0.136.orig/debian/watch +++ sdlmame-0.136/debian/watch @@ -0,0 +1,6 @@ +# +# IMPORTANT WARNING: be sure to invoke uscan with option --user-agent "Debian uscan" +# +version=3 +opts="dversionmangle=s/u\d+//" \ + http://rbelmont.mameworld.info/?page_id=163 [^"]*?sdlmame(\d)(\d+)\.zip --- sdlmame-0.136.orig/debian/sdlmame.links +++ sdlmame-0.136/debian/sdlmame.links @@ -0,0 +1,2 @@ +usr/games/sdlmame usr/games/mame +usr/share/man/man1/sdlmame.1.gz usr/share/man/man1/mame.1.gz --- sdlmame-0.136.orig/debian/sdlmame-tools.manpages +++ sdlmame-0.136/debian/sdlmame-tools.manpages @@ -0,0 +1,4 @@ +debian/contrib/manpages/chdman.1 +debian/contrib/manpages/romcmp.1 +debian/contrib/manpages/jedutil.1 +debian/contrib/manpages/testkeys.1 --- sdlmame-0.136.orig/debian/shlibs.local +++ sdlmame-0.136/debian/shlibs.local @@ -0,0 +1,2 @@ +libexpat 1 libexpat1 (>= 2.0.1) +libSDL-1.2 0 libsdl1.2debian (>= 1.2.13) --- sdlmame-0.136.orig/debian/changelog +++ sdlmame-0.136/debian/changelog @@ -0,0 +1,62 @@ +sdlmame (0.136-0ubuntu1) karmic; urgency=low + + * New upstream release - Closes (LP: #502191) + * debian/rules: added new make variable NOASM + * debian/rules: get whatsnew.txt from MAME site as it's missing upstream + * sdlmame.1: updated with new options "listdevices" and "numprocessors" + * clean-up: deleted joymap.dat from contrib files + + -- Cesare Falco Sun, 03 Jan 2010 15:39:00 +0100 + +sdlmame (0.135-0ubuntu1) karmic; urgency=low + + * New upstream release - Closes (LP: #403212) + * debian/watch: unstable releases are no longer detected + * mame.ini: added the cheat subdirectories to cheatpath so zipped + cheatfiles will be searched too + * renamed crsshair subdirectory to crosshair to reflect upstream change + * mame.ini: renamed references to crosshair subdirectory (see above) + + -- Cesare Falco Tue, 03 Nov 2009 17:10:15 +0100 + +sdlmame (0.132-0ubuntu1) karmic; urgency=low + + * New upstream release - Closes (LP: #390157) + * debian/rules: override new makefile variable CPP_COMPILE + * debian/rules: code optimization flags for run-time speed enhancement + * debian/rules: use ubuntu-specific build in upstream + * sdlmame is no longer suid root; removed /var/games/sdlmame directory + and games data are now saved in $HOME/.mame/ + + -- Cesare Falco Wed, 10 Jun 2009 22:45:24 +0200 + +sdlmame (0.129-0ubuntu1) jaunty; urgency=low + + * New upstream release - Closes (LP: #318304) + * Removed obsolete contributed files related to joystick configuration + * FIX: Don't build for lpia architecture (unsupported upstream) + * FIX: Increased build optimizations to -pentium2 (sdlmame wouldn't run + at decent speed on slower machines anyway) + + -- Cesare Falco Sat, 14 Feb 2009 20:42:57 +0100 + +sdlmame (0.128-0ubuntu1) jaunty; urgency=low + + * New upstream release - Closes (LP: #231223) + * FIX: Only Linux keyboard layouts are now included in binary packages + * FIX: Added conflict with xmame-tools - Closes (LP: #245318) + + -- Cesare Falco Fri, 17 Oct 2008 21:41:04 +0200 + +sdlmame (0.123-0ubuntu1) hardy; urgency=low + + * New upstream release + + -- Cesare Falco Thu, 07 Feb 2008 15:00:08 +0100 + +sdlmame (0.122-0ubuntu1) hardy; urgency=low + + * Initial release - Closes (LP: #135879) + * Repackaged upstream source from zip to tar.gz + + -- Cesare Falco Sun, 20 Jan 2008 11:00:19 +0100 --- sdlmame-0.136.orig/debian/sdlmame.examples +++ sdlmame-0.136/debian/sdlmame.examples @@ -0,0 +1,2 @@ +debian/contrib/config/mame.ini +debian/contrib/config/vector.ini --- sdlmame-0.136.orig/debian/sdlmame-tools.dirs +++ sdlmame-0.136/debian/sdlmame-tools.dirs @@ -0,0 +1,2 @@ +usr/bin +usr/share/man/man1 --- sdlmame-0.136.orig/debian/compat +++ sdlmame-0.136/debian/compat @@ -0,0 +1 @@ +5 --- sdlmame-0.136.orig/debian/sdlmame.conffiles +++ sdlmame-0.136/debian/sdlmame.conffiles @@ -0,0 +1,2 @@ +/etc/sdlmame/mame.ini +/etc/sdlmame/vector.ini --- sdlmame-0.136.orig/debian/README.Debian +++ sdlmame-0.136/debian/README.Debian @@ -0,0 +1,43 @@ +sdlmame for Debian +------------------ + +The differences with the upstream behaviour are file locations and executable +name. + +* Building directly from source, you get a mame executable file, where + depends on building target and optimizations. In this package you + get a sdlmame executable with a mame symlink pointing to it (basically for + frontends compatibility). + +* The default .ini files are in /etc/sdlmame/, but you can still use the + -inipath /path/to/a/different/mame.ini command line option if you wish. A + pristine copy of each files also lies in /usr/share/doc/sdlmame/examples/, + just in case you need them. + +* as roms ARE copyrighted material, a set of path is defined in the default + mame.ini file to handle them as cleanly as possible + * personal user roms should be put in $HOME/.mame/roms/ + * system-wide roms (i.e. the ones which every user may use, like freely + available ones) should be put in /usr/local/share/games/sdlmame/roms/ + +* the same applies for samples and artworks (obviously in the samples/ + and artwork/ subdirectories); even though they can be freely downloaded + from the official MAME(tm) site and used system-wide, you can use your + own if you wish + +* zipped cheat files can be put either in main directories like baseline + (i.e. $HOME/.mame/ and /usr/local/share/games/sdlmame/) or the cheat/ + subdirectory + +* the ctrlr directory is a configuration one, so it lies in /etc/sdlmame/ + +* keymap files are in /usr/share/games/sdlmame/keymaps/, but you'll need + to specify the full path to them with the -keymap_file line option + +* tools (romcmp, chdman, etc.) are in an optional separate package + (sdlmame-tools) + + +Have fun! + + -- Cesare Falco Sat, 11 Jul 2009 18:05:30 +0200 --- sdlmame-0.136.orig/debian/sdlmame.dirs +++ sdlmame-0.136/debian/sdlmame.dirs @@ -0,0 +1,4 @@ +usr/games +usr/share/doc/sdlmame/examples +usr/share/games/sdlmame/keymaps +etc/sdlmame/ctrlr --- sdlmame-0.136.orig/debian/sdlmame.docs +++ sdlmame-0.136/debian/sdlmame.docs @@ -0,0 +1,2 @@ +*.txt +docs/* --- sdlmame-0.136.orig/debian/sdlmame.install +++ sdlmame-0.136/debian/sdlmame.install @@ -0,0 +1,5 @@ +sdlmame usr/games +ui.bdf usr/share/games/sdlmame +keymaps/* usr/share/games/sdlmame/keymaps +debian/contrib/config/mame.ini etc/sdlmame +debian/contrib/config/vector.ini etc/sdlmame --- sdlmame-0.136.orig/debian/copyright +++ sdlmame-0.136/debian/copyright @@ -0,0 +1,470 @@ +This package was debianized by Cesare Falco on +Sun, 20 Jan 2008 11:00:19 +0100. + +It was downloaded from http://rbelmont.mameworld.info/?page_id=163 + +NOTE: Repackaged upstream source from zip to tar.gz. + + +Upstream license: +-------------------------------------------------------------------------------- +GENERAL +-------------------------------------------------------------------------------- +Copyright (c) 1997-2007, Nicola Salmoria and the MAME team +All rights reserved. + +Redistribution and use of this code or any derivative works are permitted +provided that the following conditions are met: + +* Redistributions may not be sold, nor may they be used in a commercial +product or activity. + +* Redistributions that are modified from the original source must include the +complete source code, including the source code for all components used by a +binary built from the modified sources. However, as a special exception, the +source code distributed need not include anything that is normally distributed +(in either source or binary form) with the major components (compiler, kernel, +and so on) of the operating system on which the executable runs, unless that +component itself accompanies the executable. + +* Redistributions must reproduce the above copyright notice, this list of +conditions and the following disclaimer in the documentation and/or other +materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. + +-------------------------------------------------------------------------------- +ZLIB - GENERAL PURPOSE COMPRESSION LIBRARY +-------------------------------------------------------------------------------- +Copyright (C) 1995-2005 Jean-loup Gailly and Mark Adler + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. + +Jean-loup Gailly Mark Adler +jloup@gzip.org madler@alumni.caltech.edu + +The data format used by the zlib library is described by RFCs (Request for +Comments) 1950 to 1952 in the files http://www.ietf.org/rfc/rfc1950.txt +(zlib format), rfc1951.txt (deflate format) and rfc1952.txt (gzip format). + +-------------------------------------------------------------------------------- +THE EXPAT XML PARSER LIBRARY +-------------------------------------------------------------------------------- +Copyright (c) 1998, 1999, 2000 Thai Open Source Software Center Ltd + and Clark Cooper +Copyright (c) 2001, 2002, 2003, 2004, 2005, 2006 Expat maintainers. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of this software and associated documentation files (the +"Software"), to deal in the Software without restriction, including +without limitation the rights to use, copy, modify, merge, publish, +distribute, sublicense, and/or sell copies of the Software, and to +permit persons to whom the Software is furnished to do so, subject to +the following conditions: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + +-------------------------------------------------------------------------------- +MISCELLANEOUS +-------------------------------------------------------------------------------- +src/lib/util/md5.c +src/lib/util/md5.h + This code implements the MD5 message-digest algorithm. + The algorithm is due to Ron Rivest. This code was + written by Colin Plumb in 1993, no copyright is claimed. + This code is in the public domain; do with it what you wish. + + Equivalent code is available from RSA Data Security, Inc. + This code has been tested against that, and is equivalent, + except that you don't need to include two pages of legalese + with every copy. + + To compute the message digest of a chunk of bytes, declare an + MD5Context structure, pass it to MD5Init, call MD5Update as + needed on buffers full of bytes, and then call MD5Final, which + will fill a supplied 16-byte array with the digest. + + Changed so as no longer to depend on Colin Plumb's `usual.h' header + definitions; now uses stuff from dpkg's config.h. + - Ian Jackson . + Still in the public domain. + +src/lib/util/sha1.c +src/lib/util/sha1.h + nettle, low-level cryptographics library + Copyright (C) 2001 Peter Gutmann, Andrew Kuchling, Niels Moeller + + Licensed under the GNU General Public License, version 2.1 or any later. + See the file /usr/share/common-licenses/GPL-2 or + . + + +Copyright Holders: +-------------------------------------------------------------------------------- +GENERAL +-------------------------------------------------------------------------------- +Source code is licensed under the above license, and wherever not specifically +stated below is copyright (c) 1997-2007 Nicola Salmoria and The MAME Team. + +-------------------------------------------------------------------------------- +EXTERNAL LIBRARIES +-------------------------------------------------------------------------------- +* Expat library +Copyright (c) 1998, 1999, 2000 Thai Open Source Software Center Ltd + +* zlib - general purpose compression library +Version 1.2.3, July 18th, 2005 +Copyright (c) 1995-2005 Jean-loup Gailly and Mark Adler + +-------------------------------------------------------------------------------- +SPECIFIC HARDWARE (CPU/AUDIO/VIDEO/MACHINE) EMULATION LIBRARIES +-------------------------------------------------------------------------------- +* Portable Analog ADSP-2100 emulator +Copyright (c) Aaron Giles, 1999-2004 + +* Alpha8201 Emulator +Copyright (c) 2006 Tatsuyuki Satoh + +* ARM 2/3/6 Emulation (26 bit address bus) +Copyright (c) 2002-2006 Bryan McPhail (mish@tendril.co.uk) and Phil Stroffolino + +* Portable ARM7TDMI CPU Emulator +Copyright (c) 2004 Steve Ellenoff, all rights reserved + +* Portable ASAP (Atari Simplified Architecture Processor) emulator +Copyright (c) Aaron Giles 2000-2004 + +* Portable Cinematronics CPU emulator +Copyright (c) 2004 Aaron Giles & Zonn Moore + +* Portable cosmac cdp1802 emulator interface +Copyright (c) 2000 Peter Trauner, all rights reserved + +* National Semiconductor COP410 Emulator +Copyright (c) 2005 by Dan Boris + +* Portable General Instruments CP1610 emulator interface +Copyright (c) 2004 Frank Palazzolo, all rights reserved + +* Hyperstone cpu emulator +Copyright (c) Pierpaolo Prazzoli and Ryan Holtz + +* Portable F8 emulator (Fairchild 3850) +Copyright (c) 2000 Juergen Buchmueller, all rights reserved + +* G65C816 CPU Emulator V0.93 +Copyright (c) 2000 Karl Stenerud + +* Portable HuC6280/Hu6820 emulator +Copyright (c) 1999, 2000 Bryan McPhail, mish@tendril.co.uk +(portions based with permission on the 6502 emulator by Juergen Buchmueller) + +* Portable 6309 emulator +Copyright (c) John Butler 1997, Tim Lindner 2000 + +* Intel i386 emulator +Copyright (c) 2003-2004 Ville Linde + +* Intel i8039 Portable Emulator +Copyright (c) 1997 by Mirko Buffoni +Based on the original work copyright (c) 1997 by Dan Boris, an 8048 emulator + +* mcs48 disassembler +Copyright (c) 1996 Michael Cuddy, Fen's Ende Sofware +Adapted by Andrea Mazzoleni for use with MAME + +* Portable MCS-51 Family Emulator +Copyright (c) 2003 Steve Ellenoff, all rights reserved + +* D52 8052 Disassembler +Copyright (c) 1995-2002 by Jeffery L. Post + +* Portable I8085A emulator V1.2 +Copyright (c) 1998,1999,2000 Juergen Buchmueller, all rights reserved +Partially based on information out of Z80Em by Marcel De Kogel + +* Portable UPI-41/8041/8741/8042/8742 emulator V0.2 +Copyright (c) 1999 Juergen Buchmueller, all rights reserved + +* Portable Jaguar DSP emulator. +Copyright (c) Aaron Giles 2000-2004 + +* Portable Konami cpu emulator +Copyright (c) The MAME Team 1999 +Based on M6809 cpu core Copyright (c) John Butler 1997 + +* Portable lh5801 emulator interface +Copyright (c) 2000 Peter Trauner, all rights reserved + +* Mitsubishi M37702/37710 CPU Emulator +Copyright (c) 2004-2006 R. Belmont, based on G65816 by Karl Stenerud + +* Mitsubishi 7700 CPU Emulator v0.10 +Copyright (c) R. Belmont +Based on: G65C816 CPU Emulator V0.92 Copyright (c) 2000 Karl Stenerud + +* Portable 6502/65c02/65sc02/6510/n2a03 emulator V1.2 +Copyright (c) 1998,1999,2000 Juergen Buchmueller, all rights reserved +65sc02 core Copyright (c) 2000 Peter Trauner +Deco16 portions Copyright (c) 2001-2003 Bryan McPhail + +* Portable 4510 emulator V1.0beta1 +Copyright (c) 2000 Peter Trauner, all rights reserved + +* Portable 6509 emulator V1.0beta1 +Copyright (c) 2000 Peter Trauner, all rights reserved + +* Portable 65ce02 emulator V1.0beta3 +Copyright (c) 2000 Peter Trauner, all rights reserved + +* MUSASHI Version 3.3 - A portable Motorola M680x0 processor emulation engine +Copyright (c) 1998-2001 Karl Stenerud, all rights reserved + +* Portable 6809 emulator +Copyright (c) John Butler 1997 +6809 disassembler Version 1.4 1-MAR-95, Copyright (c) 1995 Sean Riddle + +* Portable Fujitsu MB86233 series DSP emulator +Copyright (c) 2007 ElSemi and Ernesto Corvi + +* Portable Fujitsu MB88xx series MCU emulator +Copyright (c) 2007 Ernesto Corvi + +* Motorola MC68HC11 emulator +Copyright (c) 2004 Ville Linde + +* Implementation for the Nintendo Minx CPU +Copyright (c) 2006 by The MESS Team + +* Portable MIPS III/IV emulator +Copyright (c) Aaron Giles 2000-2004 + +* Sony CXD8530AQ/CXD8530BQ/CXD8530CQ/CXD8661R PSX CPU emulator +Copyright (c) 2005 smf, written for the MAME project + +* Portable MIPS R3000 emulator. +Copyright (c) Aaron Giles + +* Microchip PIC16C5x Emulator +Copyright (c) 2003+ Tony La Porta + +* IBM/Motorola PowerPC 4xx/6xx Emulator +Originally written by Bart Trzynadlowski for Supermodel project + +* Nintendo/SGI Reality Signal Processor (RSP) emulator +Copyright (c) 2005 Ville Linde + +* Portable saturn emulator interface (hp calculators) +Copyright (c) 2000 Peter Trauner, all rights reserved + +* Portable sharp 61860 emulator interface (sharp pocket computers) +Copyright (c) 2000 Peter Trauner, all rights reserved. + +* SE3208 CPU Emulator +Copyright (c) 2005 ElSemi, all rights reserved + +* Portable Hitachi SH-2 (SH7600 family) emulator +Copyright (c) 2000 Juergen Buchmueller , + +* Portable Hitachi SH-2 (SH7750 family) emulator +Copyright (c) 2007 R. Belmont, based on sh2.c by Juergen Buchmueller, +Mariusz Wojcieszek, Olivier Galibert, Sylvain Glaize, and James Forshaw + +* Analog Devices ADSP-2106x SHARC emulator v2.0 +Copyright (c) 2004-2006 Ville Linde + +* Implementation for Sharp sm8500 cpu +Copyright (C) 2005 by The MESS Team, code by Wilbert Pol + +* Sony/Nintendo SPC700 CPU Emulator V0.90 +Copyright (c) 2000 Karl Stenerud +Original emulation by Anthony Kruize and Lee Hammerton +Substantially revised by R. Belmont + +* SSP1610 cpu emulator +Copyright (c) Pierpaolo Prazzoli + +* Portable DEC T-11 emulator +Copyright (c) Aaron Giles 1998-2001 + +* Texas Instruments TMS32010 DSP Emulator +Copyright (c) 1999-2004+ Tony La Porta + +* Texas Instruments TMS320x25 DSP Emulator +Copyright (c) 2001-2002+ Tony La Porta + +* Portable TMS32C031 emulator +Copyright (c) Aaron Giles 2002 + +* Texas Instruments TMS320C51 DSP Emulator +Copyright (C) 2005-2006 Ville Linde + +* TMS34010: Portable Texas Instruments TMS34010 emulator +Copyright (c) Alex Pasadyn/Zsolt Vasvari 1998 +Parts based on code by Aaron Giles + +* Portable TMS7000 emulator (Texas Instruments 7000) +Copyright (c) 2001 Tim Lindner, all rights reserved + +* Generic tms99xx emulation +Original tms9900 emulator Copyright (c) by Edward Swartz +Smoothed out by Raphael Nabet +Originally converted for Mame by M.Coates +TMS 9900 family disassembler +Copyright (c) Raphael Nabet 2003 +Based on previous work Copyright (c) 1998 John Butler. +Based on 6502dasm.c 6502/65c02/6510 disassembler by Juergen Buchmueller + +* Portable uPD7810/11, 7810H/11H, 78C10/C11/C14 emulator V0.2 +Copyright (c) 2001 Juergen Buchmueller, all rights reserved + +* Portable Z180 emulator V0.2 +Copyright (c) 2000 Juergen Buchmueller, all rights reserved + +* Portable Z80 emulator V3.5 +Copyright (c) 1998,1999,2000 Juergen Buchmueller, all rights reserved. + +* Portable Z8000(2) emulator +Copyright (C) 1998,1999,2000 Juergen Buchmueller, all rights reserved. + +* Implementation for the GameBoy CPU. +Copyright (C) 2000 by The MESS Team +Orginal cpu code (PlayBoy) Copyright (c) Carsten Sorensen 1998, +MESS modifications Copyright (c) Hans de Goede 1998 + +* Generic beep/speaker sound emulation + Functions to handle loading, creation, recording, playback of wave samples +Copyright (c) 2005, The MESS Team + +* BSMT2000 sound emulator. +Copyright (c) Aaron Giles + +* ES5503 - Ensoniq ES5503 "DOC" emulator v1.0 +Copyright (c) 2005-2007 R. Belmont + +* Software implementation of Yamaha FM sound generator +Copyright (c) 2001, 2002, 2003 Jarek Burczynski (bujar@mame.net) +Copyright (c) 1998 Tatsuyuki Satoh , MultiArcadeMachineEmulator development + +* PokeySound +Copyright (c) 1996-1997 by Ron Fries + +* TSI S14001A emulator v1.11 +Copyright (c) 2007 Jonathan Gevaryahu with help from Kevin Horton +MAME conversion and integration by R. Belmont + +emu\sound\sid.c (2): +* SID emulations code +Copyright (c) Peter Trauner 2000, based on Michael Schwend's sid play + +* MAME/MESS interface for SID6581 and SID8580 chips +Copyright (c) 2005, The MESS Team + +* MOS-6581 R1, R3, R4 +Copyright (c) 1998 Dag Lem +Read-out combined waveforms taken from reSID 0.5. + +* GI SP0256 Narrator Speech Processor + GI SPB640 Speech Buffer +Copyright (c) 1998-2000, Joseph Zbiciak, all rights reserved +Copyright (c) 2006, Tim Lindner, all rights reserved + +* TiaSound - Atari TIA Chip Sound Simulator +Copyright (c) 1996 by Ron Fries + +* Software implementation of YM2413 (FM sound generator type OPLL) +Copyright (c) 2002 Jarek Burczynski + +* Software implementation of YMF262 (FM sound generator type OPL3) +Copyright (c) 2003 Jarek Burczynski + +* Yamaha YMF271-F "OPX" emulator v0.1 +Copyright (c) 2003 R. Belmont +Based in part on YMF278B emulator by R. Belmont and O. Galibert +Updated by Toshiaki Nijiura + +* YMF278B FM + Wave table Synthesizer (OPL4) +Copyright (c) 2002-2003 R. Belmont and O. Galibert. + +* Berzerk/Frenzy Soundhardware Driver +Copyright (c) Alex Judd 1997/98 + +* MAME sound & music driver for Sega/Gremlin Carnival +Copyright (c) 1998 Peter J.C.Clare + +* Sound emulation of the Nintendo Super NES. +By R. Belmont, +adapted with permission from OpenSPC 0.3.99 Copyright (c) 2003-2005 Brad Martin + +* math box simulation (Battlezone/Red Baron/Tempest) +Copyright (c) 1991, 1992, 1993, 1996 Eric Smith + +* Atari Star Wars hardware +Copyright (c) 1997, Steve Baines. +Modified by Frank Palazzolo for sound support + +-------------------------------------------------------------------------------- +CORE CODE AND MISCELLANEOUS CONTRIBUTIONS +-------------------------------------------------------------------------------- +* nettle, low-level cryptographics library +Copyright (c) 2001 Peter Gutmann, Andrew Kuchling, Niels Moeller + +* Portions of debug code +Copyright (c) 2005, Aaron Giles + +* jrcrypt.c +Copyright (C) 1997 David Caldwell +This file is not part of MAME. It is here to provide detailed + documentation of the encryption used by Jr. Pac Man ROMs. + +-------------------------------------------------------------------------------- +SDL SPECIFIC CODE +-------------------------------------------------------------------------------- +* Miscellaneous utility functions +Copyright (c) 2000 Hans de Goede + +* System-specific defines +Copyright (c) 2007 Albert Lee. + +* scale2x algorithm +Copyright (c) Andrea Mazzoleni, http://advancemame.sourceforge.net + + +The Debian packaging: + +Copyright 2007 Cesare Falco +Licensed under the GNU General Public License, version 2. See the file +/usr/share/common-licenses/GPL-2 or . --- sdlmame-0.136.orig/debian/sdlmame.preinst +++ sdlmame-0.136/debian/sdlmame.preinst @@ -0,0 +1,64 @@ +#! /bin/sh + +# preinst script for sdlmame +# (c) Copyright 2007 Cesare Falco +# +# Licensed under the GNU General Public License, version 2. See the file +# /usr/share/common-licenses/GPL-2 or . + +set -e + +# summary of how this script can be called: +# * `install' +# * `install' +# * `upgrade' +# * `abort-upgrade' +# for details, see http://www.debian.org/doc/debian-policy/ or +# the debian-policy package + +# starting with 0.118 .cfg file format is changed heavily +# and the /etc/sdlmame tree has been restructured +# they *must* be deleted on upgrading or they *will* get sdlmame stunned + +# starting with 0.128u7 joystick remapping is switch-driven + +case "$1" in + install) + ;; + + upgrade) + if dpkg --compare-versions "$2" lt "0.118"; then + rm -rf /etc/sdlmame/ini + fi + if dpkg --compare-versions "$2" lt "0.128u7"; then + rm -f /etc/sdlmame/joymap.dat + fi + if dpkg --compare-versions "$2" lt "0.130u1"; then + rm -rf /var/games/sdlmame + fi + if dpkg --compare-versions "$2" lt "0.133"; then + if [ -d /usr/local/share/games/sdlmame/crsshair ] && + [ ! -e /usr/local/share/games/sdlmame/crosshair ]; then + mv /usr/local/share/games/sdlmame/crsshair \ + /usr/local/share/games/sdlmame/crosshair + fi + fi + ;; + + abort-upgrade) + ;; + + *) + echo "preinst called with unknown argument \`$1'" >&2 + exit 1 + ;; +esac + +# dh_installdeb will replace this with shell code automatically +# generated by other debhelper scripts. + +#DEBHELPER# + +exit 0 + + --- sdlmame-0.136.orig/debian/sdlmame-tools.install +++ sdlmame-0.136/debian/sdlmame-tools.install @@ -0,0 +1,5 @@ +chdman usr/bin +jedutil usr/bin +romcmp usr/bin +ldverify usr/bin +testkeys usr/bin --- sdlmame-0.136.orig/debian/sdlmame.postinst +++ sdlmame-0.136/debian/sdlmame.postinst @@ -0,0 +1,53 @@ +#! /bin/sh + +# postinst script for sdlmame +# (c) Copyright 2007 Cesare Falco +# +# Licensed under the GNU General Public License, version 2. See the file +# /usr/share/common-licenses/GPL-2 or . + +set -e + +# summary of how this script can be called: +# * `configure' +# * `abort-upgrade' +# * `abort-remove' `in-favour' +# +# * `abort-deconfigure' `in-favour' +# `removing' +# +# for details, see http://www.debian.org/doc/debian-policy/ or +# the debian-policy package +# + +# these directories get standard owner:group +LOCAL_DIRS=" \ +/usr/local/share/games \ +/usr/local/share/games/sdlmame \ +/usr/local/share/games/sdlmame/roms \ +/usr/local/share/games/sdlmame/samples \ +/usr/local/share/games/sdlmame/artwork \ +/usr/local/share/games/sdlmame/cheat \ +/usr/local/share/games/sdlmame/crosshair \ +" + +case "$1" in + configure|abort-upgrade|abort-remove|abort-deconfigure) + for DIR in $LOCAL_DIRS; do + if [ ! -d $DIR ]; then + mkdir $DIR + fi + done + ;; + + *) + echo "postinst called with unknown argument \`$1'" >&2 + exit 1 + ;; +esac + +#DEBHELPER# + +exit 0 + + --- sdlmame-0.136.orig/debian/sdlmame.manpages +++ sdlmame-0.136/debian/sdlmame.manpages @@ -0,0 +1 @@ +debian/contrib/manpages/sdlmame.1 --- sdlmame-0.136.orig/debian/sdlmame.postrm +++ sdlmame-0.136/debian/sdlmame.postrm @@ -0,0 +1,54 @@ +#! /bin/sh + +# postrm script for sdlmame +# (c) Copyright 2007 Cesare Falco +# +# Licensed under the GNU General Public License, version 2. See the file +# /usr/share/common-licenses/GPL or . + +set -e + +# summary of how this script can be called: +# * `remove' +# * `purge' +# * `upgrade' +# * `failed-upgrade' +# * `abort-install' +# * `abort-install' +# * `abort-upgrade' +# * `disappear' overwrit>r> +# for details, see http://www.debian.org/doc/debian-policy/ or +# the debian-policy package + +# these directories will be deleted *only* if empty +SITE_DIRS=" \ +/usr/local/share/games/sdlmame/roms \ +/usr/local/share/games/sdlmame/samples \ +/usr/local/share/games/sdlmame/artwork \ +/usr/local/share/games/sdlmame/cheat \ +/usr/local/share/games/sdlmame/crsshair \ +/usr/local/share/games/sdlmame \ +/usr/local/share/games \ +" + +case "$1" in + remove|upgrade|failed-upgrade|abort-install|abort-upgrade|disappear) + ;; + + purge) + for DIR in $SITE_DIRS; do + if [ -d $DIR ] && ! mount|egrep -q "$DIR" ; then + rmdir --ignore-fail-on-non-empty $DIR + fi + done + ;; + + *) + echo "postrm called with unknown argument \`$1'" >&2 + exit 1 + ;; +esac + +#DEBHELPER# + +exit 0 --- sdlmame-0.136.orig/debian/contrib/manpages/testkeys.1 +++ sdlmame-0.136/debian/contrib/manpages/testkeys.1 @@ -0,0 +1,23 @@ +.\" -*- nroff -*- +.\" +.\" testkeys.1 +.\" +.\" Man page created from source and usage information +.\" Cesare Falco , February 2007 +.\" +.TH TESTKEYS 1 2007-03-10 0.113 "testkeys" +.\" +.\" NAME chapter +.SH NAME +testkeys \- returns SDL keycode for key pressed. +.\" +.\" SYNOPSIS chapter +.SH SYNOPSIS +.B testkeys +.\" +.\" DESCRIPTION chapter +.SH DESCRIPTION +Since 0.113 SDLMAME introduced keymap files to handle keyboards with non\-us layouts. +.PP +This simple utility helps determining which SDL keycode is bound to each key, thus +making the process of compiling keymap files a bit easier. --- sdlmame-0.136.orig/debian/contrib/manpages/ldverify.1 +++ sdlmame-0.136/debian/contrib/manpages/ldverify.1 @@ -0,0 +1,24 @@ +.\" -*- nroff -*- +.\" +.\" ldverify.1 +.\" +.\" Man page created from source and usage information by +.\" Cesare Falco , August 2008 +.\" +.TH LDVERIFY 1 2008-08-07 0.126u4 "chdman" +.\" +.\" NAME chapter +.SH NAME +ldverify \- MAME laserdisc data checker +.\" +.\" SYNOPSIS chapter +.SH SYNOPSIS +.B ldverify \fR[\fIavifile.avi\fR|\fIchdfile.chd\fR] +.\" +.\" DESCRIPTION chapter +.SH DESCRIPTION +.B ldverify +is a tool which walks through either an AVI or CHD capture from a +laserdisc and ensures that there are no anomalies lurking in +the VBI data. + --- sdlmame-0.136.orig/debian/contrib/manpages/chdman.1 +++ sdlmame-0.136/debian/contrib/manpages/chdman.1 @@ -0,0 +1,78 @@ +.\" -*- nroff -*- +.\" +.\" chdman.1 +.\" +.\" Man page created from source and usage information by +.\" Ashley T. Howes , February 2005 +.\" updated by Cesare Falco , February 2007 +.\" +.TH CHDMAN 1 2007-02-17 0.112 "chdman" +.\" +.\" NAME chapter +.SH NAME +chdman \- MAME Compressed Hunks of Data (CHD) manager +.\" +.\" SYNOPSIS chapter +.SH SYNOPSIS +.B chdman +.I option file +.\" +.\" DESCRIPTION chapter +.SH DESCRIPTION +.B chdman +is the (C)ompressed (H)unks of (D)ata (CHD) manager for MAME. +It is a tool to manage CHD images. +.\" +.\" OPTIONS chapter +.SH OPTIONS +.TP +.B \-info \fIinput\fR.chd +Dump the header information from a drive image. +.TP +.B \-createraw \fIinputhd\fR.raw \fIoutput\fR.chd [\fIinputoffs\fR [\fIhunksize\fR]] +Create a new compressed raw image from a raw file. +.TP +.B \-createhd \fIinputhd\fR.raw \fIoutput\fR.chd [\fIinputoffs\fR [\fIcylinders \ +heads sectors \fR[\fIsectorsize\fR [\fIhunksize\fR]]]] +Create a new compressed hard disk image from a raw file. +.TP +.B \-createblankhd \fIoutput\fR.chd \fIcylinders heads sectors\fR [\fIsectorsize \ +\fR[\fIhunksize\fR]] +Create a new non\-compressed hard disk image, with all hunks filled with 0s. +.TP +.B \-createcd \fIinput\fR.toc \fIoutput\fR.chd +Create a new compressed CD image from a raw file. +.TP +.B \-copydata \fIinput\fR.chd \fIoutput\fR.chd +Copy all hunks of data from one CHD file to another. The hunk sizes do not need to match. +If the source is shorter than the destination, the source data will be padded with 0s. +.TP +.B \-extract \fIinput\fR.chd \fIoutput\fR.raw +Extract a raw file from a CHD image. +.TP +.B \-extractcd \fIinput\fR.chd \fIoutput\fR.toc \fIoutput\fR.bin +Extract a CDRDAO .toc/.bin file from a CHD\-CD image. +.TP +.B \-verify \fIinput\fR.chd +Validate the MD5/SHA1 on a drive image. +.TP +.B \-verifyfix \fIinput\fR.chd +Validate and fix the MD5/SHA1 on a drive image. +.TP +.B \-update \fIinput\fR.chd \fIoutput\fR.chd +Update CHD image using metadata from input file. +.TP +.B \-chomp \fIinput\fR.chd \fIoutput\fR.chd \fImaxhunk +Chomp hunk from CHD image. +.TP +.B \-merge \fIparent\fR.chd \fIdiff\fR.chd \fIoutput\fR.chd +Merge a parent and its child together. +.TP +.B \-diff \fIparent\fR.chd \fIcompare\fR.chd \fIdiff\fR.chd +Generate a difference between two CHD files. +.TP +.B \-setchs \fIinout\fR.chd \fIcylinders heads sections +Change the CHS values on a hard disk image. +.TP +.B \-split \fIinput\fR.chd \fIoutput\fR.chd \fIlength +Split a CHD file into multiple parts. --- sdlmame-0.136.orig/debian/contrib/manpages/romcmp.1 +++ sdlmame-0.136/debian/contrib/manpages/romcmp.1 @@ -0,0 +1,52 @@ +.\" -*- nroff -*- +.\" +.\" romcmp.1 +.\" +.\" Man page created from FAQs, source and usage information by +.\" Ashley T. Howes , February 2005 +.\" updated by Cesare Falco , February 2007 +.\" +.\" References +.\" http://www.mame.net/mamefaq.html +.\" +.TH ROMCMP 1 2005-02-15 0.90 "romcmp" +.\" +.\" NAME chapter +.SH NAME +romcmp \- MAME rom and romsets check and comparison tool +.\" +.\" SYNOPSIS chapter +.SH SYNOPSIS +.B romcmp +.RI [ \-option ] +.RI [ dir1 | zip1 ] +.RI [ dir2 | zip2 ] +.\" +.\" DESCRIPTION chapter +.SH DESCRIPTION +An eternal nuisance in arcade emulation are incomplete or corrupt dumps of the ROM chips. +\fBromcmp\fP is a tool developed to detect the most common errors that can occur when dumping ROMS, +for example stuck bits and address line errors. +.PP +It can check the ROMs in ZIP files or subdirectories. +.PP +\fBromcmp\fP can also be used to compare two ROM sets, by giving it two files or subdirectories +as parameters. It will determine which ROMS are identical and which are the closest matches. +This is useful when figuring out if a newly dumped ROM set is a clone of another ROM set. +.\" +.\" OPTIONS chapter +.SH OPTIONS +.TP +.B \-d +Enables a slower, more comprehensive comparison. +.\" +.\" EXAMPLES chapter +.SH EXAMPLES +.B romcmp \fIjumpkids.zip\fP +will output the following: + + 11 files + 23.3c FIXED BITS (xxxxxx1x) + 23.3c FIRST AND SECOND HALF IDENTICAL + +This tells us that the 23.3C ROM in Jump Kids is bad, and incidentally, it causes the missing sound in that game. --- sdlmame-0.136.orig/debian/contrib/manpages/sdlmame.1 +++ sdlmame-0.136/debian/contrib/manpages/sdlmame.1 @@ -0,0 +1,1014 @@ +.\" -*- nroff -*- +.\" +.\" sdlmame.1 +.\" +.\" Man page created from usage and source information: +.\" * commands: see src/emu/clifront.c clifront.h +.\" * options: core entries, see src/emu/emuopts.c emuopts.h +.\" SDL-specific entries, see src/osd/sdl/sdlmain.c osdsdl.h +.\" Cesare Falco , February 2007 +.\" +.\" Also, some text borrowed from the xmame 0.106 man page, +.\" done by Rene Herrmann , September 2000 +.\" and updated by Andrew Burton , July 2003 +.\" +.\" +.TH SDLMAME 1 2010-01-03 0.136 "MAME - The Multiple Arcade Machine Emulator" +.\" +.\" +.\" NAME chapter +.SH NAME +sdlmame \- The Multiple Arcade Machine Emulator on SDL library +.\" +.\" +.\" SYNOPSIS chapter +.SH SYNOPSIS +.B sdlmame +.RI [ options ] +.I gamename +.\" +.\" +.\" DESCRIPTION chapter +.SH DESCRIPTION +.B sdlmame +is a derivative work from the Multiple Arcade Machine Emulator \- MAME(tm) +aimed at replacing custom multimedia library with SDL, to make original code +portable to different platforms with minimal change. +.PP +Started in 1997 by Nicola Salmoria, MAME was originally intended as a series +of emulators for individual games, which were later combined into a single +multi\-game emulator. In the following years, MAME grew over and over up to +the actual size, with more than 100 contributors to the project. +.\" +.\" +.\" OPTIONS chapter +.SH OPTIONS +.\" +.\" ******************************************************* +.SS Core commands +.\" ******************************************************* +.TP +.B \-help, \-? +Displays current sdlmame version and copyright notice. +.TP +.B \-validate, \-valid +Performs internal validation on every driver in the system. Run this +before submitting changes to ensure that you haven't violated any of +the core system rules. +.\" +.\" ******************************************************* +.SS Configuration commands +.\" ******************************************************* +.TP +.B \-createconfig, \-cc +Creates the default \fBmame.ini\fP file in the current directory. All the +configuration options (not commands) described below can be permanently +changed by editing this configuration file. +.TP +.B \-showconfig, \-sc +Displays the current configuration settings. +.TP +.B \-showusage, \-su +Displays a summary of all the command line options. For options that +are not mentioned here, the short summary given by +\fBsdlmame \-showusage\fR is usually sufficient. +.\" +.\" ******************************************************* +.SS Frontend commands +.\" ******************************************************* +.B NOTE: +By default, all the '\-list' commands below write info to the screen. +If you wish to write the info to a textfile instead, use redirection, e.g. +.B sdlmame \-listxml > ~/mamelist.xml +writes the full list of supported game to file \fImamelist.xml\fR in your home +directory. +.TP +.B \-listxml, \-lx \fR[\fIgamename\fR|\fIwildcard\fR] +List comprehensive details for all of the supported games. The output +is quite long, so it is usually better to redirect this into a file. +The output is in XML format. By default all games are listed; however, +you can limit this list by specifying a driver name or wildcard after +the \-listxml command. +.TP +.B \-listfull, \-ll \fR[\fIgamename\fR|\fIwildcard\fR] +Displays a list of game driver names and descriptions. By default all +games are listed; however, you can limit this list by specifying a +driver name or wildcard after the \-listfull command. +.TP +.B \-listsource, \-ls \fR[\fIgamename\fR|\fIwildcard\fR] +Displays a list of drivers and the names of the source files their game +drivers live in. Useful for finding which driver a game runs on in +order to fix bugs. By default all games are listed; however, you can +limit this list by specifying a driver name or wildcard after the +\-listsource command. +.TP +.B \-listclones, \-lc \fR[\fIgamename\fR|\fIwildcard\fR] +Displays a list of clones. By default all clones are listed; however, +you can limit this list by specifying a driver name or wildcard after +the \-listclones command. +.TP +.B \-listbrothers, \-lb \fR[\fIgamename\fR|\fIwildcard\fR] +Displays a list of "brothers" or other drivers from same sourcefile. +By default all games are listed; however, you can limit this list by +specifying a driver name or wildcard after the \-listbrothers command. +.TP +.B \-listcrc +Displays a full list of CRCs of all ROM images referenced by all +drivers within sdlmame code. +.TP +.B \-listroms \fIgamename +Displays a list of ROM images referenced by the specified game. +.TP +.B \-listsamples \fIgamename +Displays a list of samples referenced by the specified game. +.TP +.B \-verifyroms \fR[\fIgamename\fR|\fIwildcard\fR] +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 driver name or +wildcard after the \-verifyroms command. +.TP +.B \-verifysamples \fR[\fIgamename\fR|\fIwildcard\fR] +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 driver name or +wildcard after the \-verifyroms command. +.TP +.B \-romident +Attempts to identify ROM files, if they are known to sdlmame, 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: +.br +\fB0\fR all files were identified +.br +\fB7\fR all files were identified except for some "non\-ROM" files +.br +\fB8\fR some files were identified +.br +\fB9\fR no files were identified +.TP +.B \-listdevices, \-ld +Output the list of devices referenced by a given game or set of games. +.\" +.\" ******************************************************* +.SS Configuration options +.\" ******************************************************* +.TP +.B \-[no]readconfig, \-[no]rc +Enables or disables the reading of the config files. When enabled +(which is the default), sdlmame reads the following config files in order: +.br +1. \fBmame.ini\fR +.br +the main configuration file +.br +2. \fI[name]\fB.ini\fR +.br +where \fIname\fR is your executable name, i.e. sdlmame unless you changed it +(e.g. if you renamed sdlmame to sdlmame0118, the parsed file will be +\fIsdlmame0118.ini\fR) +.br +3. \fBdebug.ini\fR, if the debugger is enabled +.br +4. \fBvector.ini\fR, for vector games only +.br +5. \fI[driver]\fB.ini\fR +.br +based on the source filename of the game driver +.br +6. \fI[parent]\fB.ini\fR +.br +for clones only, may be called recursively +.br +7. \fI[gamename]\fB.ini\fR +.br +note this sometimes resolves to the same of the source driver +.br +The settings in the later ini's override those in the earlier ini's. +So, for example, if you wanted to disable overlay effects in the +vector games, you can create a vector.ini with the "effect none" line +in it, and it will override whatever effect value you have in your +mame.ini. The default is ON (\-readconfig). +.\" +.\" ******************************************************* +.SS Search path options +.\" ******************************************************* +.B IMPORTANT\fR: Please use the path, directory and file options in +mame.ini \fBONLY\fR. Otherwise, the outcome may be unpredictable and not +consistent across releases. +.TP +.B \-rompath, \-rp, \-biospath, \-bp, \fIpathname +Specifies a list of paths within which to find ROM or hard disk images. +Multiple paths can be specified by separating them with semicolons. +The default is 'roms' (that is, a directory "roms" in the same directory +as the sdlmame executable). +.TP +.B \-samplepath, \-sp \fIpathname +Specifies a list of paths within which to find sample files. Multiple +paths can be specified by separating them with semicolons. The default +is 'samples' (that is, a directory "samples" in the same directory as +the sdlmame executable). +.TP +.B \-artpath, \-artwork_directory \fIpathname +Specifies a list of paths within which to find artwork files. Multiple +paths can be specified by separating them with semicolons. The default +is 'artwork' (that is, a directory "artwork" in the same directory as +the sdlmame executable). +.TP +.B \-ctrlrpath, \-ctrlr_directory \fIpathname +Specifies a list of paths within which to find controller\-specific +configuration files. Multiple paths can be specified by separating +them with semicolons. The default is 'ctrlr' (that is, a directory +"ctrlr" in the same directory as the sdlmame executable). +.TP +.B \-inipath \fIpathname +Specifies a list of paths within which to find .INI files. Multiple +paths can be specified by separating them with semicolons. The default +is '/etc/sdlmame/'. +.TP +.B \-fontpath \fIpathname +Specifies a list of paths within which to find .BDF font files. Multiple +paths can be specified by separating them with semicolons. The default +is '.' (that is, search in the same directory as the sdlmame executable). +.TP +.B \-cheatpath \fIpathname +Specifies a list of paths within which to find cheat files. Multiple +paths can be specified by separating them with semicolons. The default +is 'cheat' (that is, a directory "cheat" in the same directory as +the sdlmame executable). +.TP +.B \-crosshairpath \fIpathname +Specifies a list of paths within which to find crosshair files. Multiple +paths can be specified by separating them with semicolons. The default +is 'crosshair' (that is, a directory "crosshair" in the same directory as +the MAME executable). If the Crosshair is set to default in the menu, +sdlmame will look for gamename\cross#.png and then cross#.png in the +specified crosshairpath, where # is the player number. Failing that, +sdlmame will use built\-in default crosshairs. +.\" +.\" ******************************************************* +.SS Output Directory Options +.\" ******************************************************* +.TP +.B \-cfg_directory \fIpathname +Specifies a single directory where configuration files are stored. +Configuration files store user configurable settings that are read at +startup and written when sdlmame exits. The default is 'cfg' (that is, +a directory "cfg" in the same directory as the sdlmame executable). If this +directory does not exist, it will be automatically created. +.TP +.B \-nvram_directory \fIpathname +Specifies a single directory where NVRAM files are stored. NVRAM files +store the contents of EEPROM and non\-volatile RAM (NVRAM) for games +which used this type of hardware. This data is read at startup and +written when sdlmame exits. The default is 'nvram' (that is, a directory +"nvram" in the same directory as the sdlmame executable). If this directory +does not exist, it will be automatically created. +.TP +.B \-memcard_directory \fIpathname +Specifies a single directory where memory card files are stored. Memory +card files store the contents of removable memory cards for games which +used this type of hardware. This data is read and written under control +of the user via the "Memory Card" menu in the user interface. The +default is 'memcard' (that is, a directory "memcard" in the same +directory as the sdlmame executable). If this directory does not exist, +it will be automatically created. +.TP +.B \-input_directory \fIpathname +Specifies a single directory where input recording files are stored. +Input recordings are created via the \-record option and played back via +the \-playback option. The default is 'inp' (that is, a directory +"inp" in the same directory as the MAME executable). If this directory +does not exist, it will be automatically created. +.TP +.B \-state_directory \fIpathname +Specifies a single 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 directory "sta" +in the same directory as the sdlmame executable). If this directory does +not exist, it will be automatically created. +.TP +.B \-snapshot_directory \fIpathname +Specifies a single directory where screen snapshots are stored, when +requested by the user. The default is 'snap' (that is, a directory +"snap" in the same directory as the sdlmame executable). If this directory +does not exist, it will be automatically created. +.TP +.B \-diff_directory \fIpathname +Specifies a single directory where hard drive differencing files are +stored. Hard drive differencing files store any data that is written +back to a hard disk image, in order to preserve the original image. The +differencing files are created at startup when a game with a hard disk +image. The default is 'diff' (that is, a directory "diff" in the same +directory as the sdlmame executable). If this directory does not exist, +it will be automatically created. +.TP +.B \-comment_directory \fIpathname +Specifies a single directory where debugger comment files are stored. +Debugger comment files are written by the debugger when comments are +added to the disassembly for a game. The default is 'comments' (that is, +a directory "comments" in the same directory as the sdlmame executable). +If this directory does not exist, it will be automatically created. +.\" +.\" ******************************************************* +.SS State/playback options +.\" ******************************************************* +.TP +.B \-state \fIslot +Immediately after starting the specified game, will cause the save +state in the specified \fIslot\fP to be loaded. +.TP +.B \-[no]autosave +When enabled, automatically creates a save state file when exiting sdlmame +and automatically attempts to reload it when later starting sdlmame with +the same game. This only works for games that have explicitly enabled +save state support in their driver. The default is OFF (\-noautosave). +.TP +.B \-playback, \-pb \fIfilename +Specifies a file from which to play back a series of game inputs. This +feature does not work reliably for all games, but can be used to watch +a previously recorded game session from start to finish. In order to +make things consistent, you should only record and playback with all +configuration (.cfg), NVRAM (.nv), and memory card files deleted. The +default is NULL (no playback). +.TP +.B \-record, \-rec \fIfilename +Specifies a file to record all input from a game session. This can be +used to record a game session for later playback. This feature does not +work reliably for all games, but can be used to watch a previously +recorded game session from start to finish. In order to make things +consistent, you should only record and playback with all configuration +(.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL +(no recording). +.TP +.B \-snapname \fIname +Describes how MAME should name files for snapshots. \fIname\fP 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 \fI%g\fP +represents the driver name of the current game; and the string \fI%i\fP +represents an incrementing index. If \fI%i\fP is omitted, then each +snapshot taken will overwrite the previous one; otherwise, MAME will +find the next empty value for \fI%i\fP and use that for a filename. The +default is \fI%g/%i\fP, which creates a separate folder for each game, +and names the snapshots under it starting with 0000 and increasing +from there. +.TP +.B \-snapsize \fIwidth\fPx\fIheight\fP +Hard\-codes the size for snapshots and movie recording. By default, +MAME will create snapshots at the game's current resolution in raw +pixels, and will create movies at the game'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. Note that this size does not automatically rotate if the +game is vertically oriented. The default is 'auto'. +.TP +.B \-snapview \fIviewname\fP +Specifies the view to use when rendering snapshots and movies. By +default, both use a special 'internal' view, which renders a separate +snapshot per screen or renders movies only of the first screen. By +specifying this option, you can override this default behavior and +select a single view that will apply to all snapshots and movies. +Note that \fIviewname\fP does not need to be a perfect match; rather, it +will select the first view whose name matches all the characters +specified by \fIviewname\fP. For example, \-snapview native will match the +"Native (15:14)" view even though it is not a perfect match. +\fIviewname\fP can also be 'auto', which selects the first view with all +screens present. The default value is 'internal'. +.TP +.B \-mngwrite \fIfilename +Writes each video frame to the given \fIfilename\fP in MNG format, producing +an animation of the game session. Note that \-mngwrite only writes video +frames; it does not save any audio data. Use \-wavwrite for that, and +reassemble the audio/video using offline tools. The default is NULL (no +recording). +.TP +.B \-aviwrite \fIfilename +Stream video and sound data to the given \fIfilename\fP in AVI format, +producing an animation of the game session complete with sound. The +default is NULL (no recording). +.TP +.B \-wavwrite \fIfilename +Writes the final mixer output to the given \fIfilename\fP in WAV format, +producing an audio recording of the game session. The default is NULL +(no recording). +.TP +.B \-[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 games. 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 gamename\\burnin\-.png. The default is OFF (\-noburnin). +.\" +.\" ******************************************************* +.SS Performance options +.\" ******************************************************* +.TP +.B \-[no]autoframeskip, \-[no]afs +Automatically determines the frameskip level while you're playing the +game, adjusting it constantly in a frantic attempt to keep the game +running at full speed. Turning this on overrides the value you have set +for \-frameskip below. The default is OFF (\-noautoframeskip). +.TP +.B \-frameskip, \-fs \fIvalue +Specifies the frameskip value (autoframeskip must be disabled). This is the +number of frames out of every 12 to drop when running. For example, if you +say \-frameskip 2, then sdlmame will display 10 out of every 12 frames. By +skipping those frames, you may be able to get full speed in a game that +requires more horsepower than your computer has. The default value is 0, +which skips no frames. +.TP +.B \-seconds_to_run, \-str \fIvalue +This option can be used for benchmarking and automated testing. It tells +MAME to stop execution after a fixed number of seconds. By combining +this with a fixed set of other command line options, you can set up a +consistent environment for benchmarking MAME performance. In addition, +upon exit, the \-str option will write a screenshot called final.png +to the game's snapshot directory. +.TP +.B \-[no]throttle +Configures the default thottling setting. When throttling is on, sdlmame +attempts to keep the game running at the game's intended speed. When +throttling is off, sdlmame runs the game as fast as it can. Note that the +fastest speed is more often than not limited by your graphics card, +especially for older games. The default is ON (\-throttle). +.TP +.B \-[no]sleep +Allows sdlmame to give time back to the system when running with \-throttle. +This allows other programs to have some CPU time, assuming that the +game isn't taxing 100% of your CPU resources. This option can potentially +cause hiccups in performance if other demanding programs are running. +The default is ON (\-sleep). +.TP +.B \-speed +Controls the speed of gameplay, relative to realtime; smaller numbers are +slower. Default is 1.00. +.TP +.B \-refreshspeed, \-rs +Automatically adjusts the \fB\-speed\fR parameter to keep the effective refresh +rate below that of the lowest screen refresh rate. +.\" +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.\" sdlmame specific +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.TP +.B \-multithreading, \-mt +Enable multithreading; this enables rendering and blitting on a separate +thread. The default is OFF. +.TP +.B \-numprocessors, \-np +Set number of processors; this overrides the number the system reports. +.TP +.B \-sdlvideofps +Show SDL video performance. +.\" +.\" ******************************************************* +.SS Rotation options +.\" ******************************************************* +.TP +.B \-[no]rotate +Rotate the game to match its normal state (horizontal/vertical). This +ensures that both vertically and horizontally oriented games show up +correctly without the need to rotate your monitor. If you want to keep +the game displaying 'raw' on the screen the way it would have in the +arcade, turn this option OFF. The default is ON (\-rotate). +.TP +.B \-[no]ror | \-[no]rol +Rotate the game 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). +.TP +.B \-[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 game 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. +.TP +.B \-[no]flipx +.TP +.B \-[no]flipy +Flip (mirror) the game 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). +.\" +.\" ******************************************************* +.SS Artwork options +.\" ******************************************************* +.TP +.B \-[no]artwork_crop, \-[no]artcrop +Enable cropping of artwork to the game screen area only. This +option can also be controlled via the Video Options menu in the user +interface. The default is OFF (\-noartwork_crop). +.TP +.B \-[no]use_backdrops, \-[no]backdrop +Enables/disables the display of backdrops. The default is ON +(\-use_backdrops). +.TP +.B \-[no]use_overlays, \-[no]overlay +Enables/disables the display of overlays. The default is ON +(\-use_overlays). +.TP +.B \-[no]use_bezels, \-[no]bezel +Enables/disables the display of bezels. The default is ON +(\-use_bezels). +.\" +.\" ******************************************************* +.SS Screen options +.\" ******************************************************* +.TP +.B \-brightness \fIvalue +Controls the default brightness, or black level, of the game screens. +This option does not affect the artwork or other parts of the display. +Using the sdlmame UI, you can individually set the brightness for each game +screen; this option controls the initial value for all visible game +screens. 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. The default is 1.0. +.TP +.B \-contrast \fIvalue +Controls the contrast, or white level, of the game screens. This option +does not affect the artwork or other parts of the display. Using the +sdlmame UI, you can individually set the contrast for each game screen; +this option controls the initial value for all visible game screens. 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. The default is 1.0. +.TP +.B \-gamma \fIvalue +Controls the gamma, which produces a potentially nonlinear black to +white ramp, for the game screens. This option does not affect the +artwork or other parts of the display. Using the sdlmame UI, you can +individually set the gamma for each game screen; this option controls +the initial value for all visible game screens. 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. The default is 1.0. +.TP +.B \-pause_brightness \fIvalue +This controls the brightness level when MAME is paused. The default +value is 0.65. +.\" +.\" ******************************************************* +.SS Vector rendering options +.\" ******************************************************* +.TP +.B \-[no]antialias, \-[no]aa +Enables antialiased line rendering for vector games. The default is ON +(\-antialias). +.TP +.B \-beam \fIwidth +Sets the width of the vectors. This is a scaling factor against the +standard vector width. A value of 1.0 will keep the default vector line +width. Smaller values will reduce the width, and larger values will +increase the width. The default is 1.0. +.TP +.B \-flicker \fIvalue +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. +.\" +.\" ******************************************************* +.SS Video options +.\" ******************************************************* +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.\" sdlmame specific +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.TP +.B \-video\fR [\fIsoft\fR|\fIopengl\fR|\fIopengl16\fR|\fInone\fR] +Specifies which video subsystem to use for drawing: +.br +\fBsoft\fR uses software rendering, which is slower but more compatible. +.br +\fBopengl\fR uses OpenGL and your graphics accelerator to speed up many +aspects of drawing sdlmame including compositing artwork, overlays, and +bezels, as well as stretching the image to fit your screen. +.br +\fBopengl16\fR uses alternate OpenGL code, which should provide faster +output on some cards. +.br +\fBnone\fR does no drawing and is intended for CPU benchmarking. +.br +Default is SOFT. +.TP +.B \-numscreens +Reserved for future use. +.TP +.B \-[no]window, \-[no]w +Run sdlmame in either full screen or a window. This is a fully\-featured window +mode where the window resizes as necessary to track what the game does. +And you can resize it yourself with your OS's standard window controls. +The default is OFF (\-nowindow). +.TP +.B \-[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 +smallest supported size. This option only has an effect when the +\-window option is used. The default is ON (\-maximize). +.TP +.B \-keepaspect, \-ka +Forces the correct aspect ratio. This means when you're resizing the window +in windowed mode the actual game image will resize in discrete steps to +maintain the proper shape of the game graphics. If you turn this off you can +resize the window to anything you like and get funny squishing and stretching. +The same applies for full\-screen. Default is ON (\-keepaspect). +.TP +.B \-unevenstretch, \-ues +Allow non\-integer stretch factors. Video purists should stay far, far away +from this option, while everyone else will be happy to know that it lets you +fill the screen properly in full\-screen mode. Default is ON (\-unevenstretch). +.TP +.B \-effect +Name of a PNG file to use for visual effects, or 'none'. Default is 'none'. +.TP +.B \-centerh +Center horizontally within the view area. Default is ON (\-centerh). +.TP +.B \-centerv +Center vertically within the view area. Default is ON (\-centerv). +.TP +.B \-waitvsync +Enable waiting for the start of VBLANK before flipping screens; +reduces tearing effects. +.\" +.\" ******************************************************* +.SS Software video rendering subsystem options +.\" ******************************************************* +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.\" sdlmame specific +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.B NOTE: +All the options in this group are available only with softare video +rendering subsystem, i.e \fB\-video soft\fR. +.TP +.B \-prescale +Scale screen rendering by this amount in software. Default is 1. +.TP +.B \-scalemode, \-sm \fR[\fInone\fR|\fIasync\fR|\fIyv12\fR|\fIyuy2\fR|\fIyv12x2\fR|\fIyuy2x2\fR] +Hardware scaling mode. +.br +\fBnone\fR use software rendering. +.br +\fBasync\fR async overlay. +.br +\fByv12\fR yv12 overlay. +.br +\fByuy2\fR yuy2 overlay. +.br +\fByv12x2\fR yv12 overlay using x2 prescaling. +.br +\fByuy2x2\fR yuy2 overlay using x2 prescaling. +.br +Default is NONE. +.\" +.\" ******************************************************* +.SS OpenGL video rendering subsystem options +.\" ******************************************************* +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.\" sdlmame specific +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.B NOTE: +All the options in this group are available only with OpenGL video +rendering subsystem, i.e \fB\-video opengl\fR or \fB\-video opengl16\fR. +.TP +.B \-filter, \-glfilter, \-flt +Enable bilinear filtering on screen output. Default is ON (\-filter). +.TP +.B \-prescale +Scale screen rendering by this amount in software. Default is 1. +.TP +.B \-gl_forcepow2texture +Force power of two textures. Default is NO. +.TP +.B \-gl_notexturerect +Don't use OpenGL GL_ARB_texture_rectangle. Default is ON: turn off +(set this to 0) if corruption occurs in OpenGL mode, at cost of some +performance loss. +.TP +.B \-gl_vbo +Enable OpenGL VBO, if available, for a performance increase. +Default is ON: turn off (set this to 0) if corruption occurs. +.TP +.B \-gl_pbo +Enable OpenGL PBO, if available, for a performance increase. +Default is ON: turn off (set this to 0) if corruption occurs. +.TP +.B \-gl_glsl +Enable OpenGL GLSL, if available, for a performance increase. +.TP +.B \-gl_glsl_filter +Enable OpenGL GLSL filtering instead of FF filtering 0=plain, 1=bilinear. +Default is 1: bilinear. +.TP +.B \-glsl_shader_mame[0\-9] +Preferred custom OpenGL GLSL shader set mame bitmap (from 0 to 9). +.TP +.B \-glsl_shader_screen[0\-9] +Preferred custom OpenGL GLSL shader screen bitmap (from 0 to 9). +.TP +.B \-gl_glsl_vid_attr +Enable OpenGL GLSL handling of brightness and contrast. Better RGB game +performance for free. Default is ON. +.TP +.B \-resolution, \-r +Select the resolution to use in full\-screen mode. +\fB\-switchres\fR must be enabled for this to work. +.TP +.B \-screen +.TP +.B \-aspect, \-screen_aspect +.TP +.B \-view +.TP +.B \-screen[0\-3] +.TP +.B \-aspect[0\-3] +.TP +.B \-resolution[0\-3], \-r[0\-3] +.TP +.B \-view[0\-3] +All these options are reserved for future use. +.\" +.\" ******************************************************* +.SS Full screen options +.\" ******************************************************* +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.\" sdlmame specific +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.TP +.B \-[no]switchres +Affects full screen mode only. Chooses if sdlmame can try to change the screen +resolution (color depth is normally left alone) when in full\-screen mode. If +it's off, you always get your desktop resolution in full\-screen mode (which can +be useful for LCDs). +.TP +.B \-useallheads +Split full screen image across monitors. +.\" +.\" ******************************************************* +.SS Sound options +.\" ******************************************************* +.TP +.B \-[no]sound +Enable or disable sound altogether. The default is ON (\-sound). +.TP +.B \-samplerate, \-sr \fIvalue +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. +.TP +.B \-[no]samples +Use samples if available. The default is ON (\-samples). +.TP +.B \-volume, \-vol \fIvalue +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. +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.\" sdlmame specific +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.TP +.B \-audio_latency \fIvalue +This controls the amount of latency built into the audio streaming. +The latency parameter controls the lower threshold. The default is 1 +(meaning lower=1/5 and upper=2/5). Set it to 2 (\-audio_latency 2) to keep +the sound buffer between 2/5 and 3/5 full. If you crank it up to 4, +you can definitely notice the lag. +.\" +.\" ******************************************************* +.SS Input options +.\" ******************************************************* +.TP +.B \-[no]coin_lockout, \-[no]coinlock +Enables simulation of the "coin lockout" feature that is implmeneted +on a number of 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. If this feature is disabled, the coin lockout +signal will be ignored. The default is ON (\-coin_lockout). +.TP +.B \-ctrlr \fIcontroller +Enables support for special controllers. Configuration files are +loaded from the ctrlrpath. They are in the same format as the .cfg +files that are saved, but only control configuration data is read +from the file. The default is NULL (no controller file). +.TP +.B \-[no]mouse +Controls whether or not sdlmame looks for a mouse controller to use. Note +that in many cases, lightguns are treated as mice by the operating +system, so you may need to enable this to enable lightgun support. When +this is enabled, you will not be able to use your mouse while playing +a game. If you want to get control of your computer back, you will need +to either pause the game or quit. The default is OFF (\-nomouse). +.TP +.B \-[no]joystick, \-[no]joy +Controls whether or not sdlmame looks for joystick/gamepad controllers. +The default is ON (\-joystick). +.TP +.B \-[no]lightgun, \-[no]gun +Controls whether or not sdlmame 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). +.TP +.B \-[no]multikeyboard, \-[no]multikey +Determines whether sdlmame 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 sdlmame to report keypresses +on different keyboards independently. The default is OFF +(\-nomultikeyboard). +.TP +.B \-[no]multimouse +Determines whether sdlmame 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). +.TP +.B \-[no]steadykey, \-[no]steady +Some games require two or more buttons to be pressed at exactly the +same time to make special moves. Due to limitations in the PC 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). +.TP +.B \-[no]offscreen_reload, \-[no]reload +Controls whether or not sdlmame treats a second button input from a +lightgun as a reload signal. In this case, sdlmame 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). +.TP +.B \-joystick_map, \-joymap \fImap +Controls how joystick values map to digital joystick controls. +See /usr/share/doc/sdlmame/config.txt for full details on \fImap\fR format. +.TP +.B \-joystick_deadzone, \-joy_deadzone, \-jdz \fIvalue +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. +.TP +.B \-joystick_saturation, \-joy_saturation, \-jsat \fIvalue +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. +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.\" sdlmame specific +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.TP +.B \-keymap +Enable keymap for non\-QWERTY keyboards. Used in conjuction with +\fB\-keymap_file\fR. +.TP +.B \-keymap_file \fIkeymap_file\fR +Specifies the full path to the keymap file to be used. Shipped keymap files lie +in \fB/usr/share/games/sdlmame/keymaps\fR. +.TP +.B \-joy_idx1 \fIjoystick +.TP +.B \-joy_idx2 \fIjoystick +.TP +.B \-joy_idx3 \fIjoystick +.TP +.B \-joy_idx4 \fIjoystick +.TP +.B \-joy_idx5 \fIjoystick +.TP +.B \-joy_idx6 \fIjoystick +.TP +.B \-joy_idx7 \fIjoystick +.TP +.B \-joy_idx8 \fIjoystick +With these options you can assign a joystick to a +specific index in sdlmame. Even if the kernel will list the joysticks +in a different order on the next boot, sdlmame will still see the joystick +as e.g. "Joystick 2". Use sdlmame -v to see which joysticks are recognized. +Default is AUTO. +.TP +.B \-sixaxis +Use special handling for PS3 Sixaxis controllers. +.TP +.B \-videodriver, \-vd \fIx11\fR|\fIdirectfb\fR|\fIauto\fR +SDL video driver to use; auto selects SDL default. +.TP +.B \-audiodriver, \-ad \fIalsa\fR|\fIarts\fR|\fIauto\fR +SDL audio driver to use; auto selects SDL default. +.TP +.B \-gl_lib \fIalsa\fR|\fIarts\fR|\fIauto\fR +Alternative libGL.so to use; auto selects SDL default. +.\" +.\" ******************************************************* +.SS Input automatic enable options +.\" ******************************************************* +.TP +.B \-paddle_device, \-paddle \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR] +.TP +.B \-adstick_device, \-adstick \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR] +.TP +.B \-pedal_device, \-pedal \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR] +.TP +.B \-dial_device, \-dial \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR] +.TP +.B \-trackball_device, \-trackball \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR] +.TP +.B \-lightgun_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR] +.TP +.B \-positional_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR] +.TP +.B \-mouse_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR] +Each of these options controls autoenabling the mouse, or joystick +depending on the presence of a particular class of analog +control for a particular game. 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. +Note that these controls override the values of \-[no]mouse, +\-[no]joystick, etc. +.\" +.\" ******************************************************* +.SS Debugging options +.\" ******************************************************* +.TP +.B \-[no]log +Creates a file called error.log which contains all of the internal +log messages generated by the sdlmame core and game drivers. The default +is OFF (\-nolog). +.TP +.B \-[no]verbose, \-[no]v +Displays internal diagnostic information. This information is very +useful for debugging problems with your configuration. \fBIMPORTANT\fP: when +reporting bugs, please run with sdlmame \-verbose and include the resulting +information. The default is off (\-noverbose). +.TP +.B \-update_in_pause +Enables updating the screen bitmap while the game is paused. This is +useful for debuggin in some scenarios (and gets in the way in others). +.TP +.B \-[no]debug, \-[no]d +Activates the integrated debugger. By default, the debugger is entered +by pressing the tilde (~) key during emulation. It is also entered +immediately at startup. The default is OFF (\-nodebug). +.TP +.B \-debugscript \fIfilename +Specifies a file that contains a list of debugger commands to execute +immediately upon startup. The default is NULL (no commands). +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.\" sdlmame specific +.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++ +.TP +.B \-[no]oslog +Outputs the error.log data to the system debugger. This can be used at +the same time as \-log to output the log data to both targets as well. +Default is OFF (\-nooslog). +.\" +.\" ******************************************************* +.SS Misc options +.\" ******************************************************* +.TP +.B \-bios \fIbiosname +Specifies the specific BIOS to use with the current game, for game +systems that make use of a BIOS. The \-listxml output will list all of +the possible BIOS names for a game. The default is 'default'. +.TP +.B \-[no]cheat, \-[no]c +Enables the reading of the cheat database, if present, and the Cheat +menu in the user interface. The default is OFF (\-nocheat). +.TP +.B \-[no]skip_gameinfo +Forces sdlmame to skip displaying the game info screen. The default is OFF +(\-noskip_gameinfo). +.\" +.\" +.\" LEGAL NOTICE chapter +.SH LEGAL NOTICE +The main issue involves ROM images. +ROM images are protected under the copyrights of their authors, and CANNOT be +distributed in the same package as sdlmame. +Download any ROM images at your own risk and responsibility. +.PP +\fBPLEASE BE AWARE OF THE POSSIBLE LEGAL RAMIFICATIONS OF DOWNLOADING ROM +IMAGES, BEFORE YOU ACTUALLY DO SO! +YOU HAVE BEEN WARNED, AND WE TAKE NO RESPONSIBILITY FOR YOUR ACTIONS \-\- YOU ARE +ON YOUR OWN!\fP + + --- sdlmame-0.136.orig/debian/contrib/manpages/jedutil.1 +++ sdlmame-0.136/debian/contrib/manpages/jedutil.1 @@ -0,0 +1,36 @@ +.\" -*- nroff -*- +.\" +.\" jedutil.1 +.\" +.\" Man page created from source and usage information +.\" Cesare Falco , February 2007 +.\" +.\" References +.\" http://aarongiles.com/?p=159 +.\" +.TH JEDUTIL 1 2007-02-17 0.112 "jedutil" +.\" +.\" NAME chapter +.SH NAME +jedutil \- convert a .JED file into its binary form, and vice\-versa +.\" +.\" SYNOPSIS chapter +.SH SYNOPSIS +.B jedutil +.IR source ".jed " target .bin +.br +.B jedutil +.IR source ".bin " target .jed +.\" +.\" DESCRIPTION chapter +.SH DESCRIPTION +Data for Programmable Logic Devices (PLDs) are usually stored in a format known +as JEDEC, basically a text file allowing insertion of further information by +programmers. +.PP +MAME uses a raw binary representation of the same data, in order to +achieve correct identification of PLD data through CRC and SHA1 algorithms +(i.e. with the \-romident option). +.PP +.B jedutil +provides an easy way to convert PLDs data between these two formats. --- sdlmame-0.136.orig/debian/contrib/config/vector.ini +++ sdlmame-0.136/debian/contrib/config/vector.ini @@ -0,0 +1,9 @@ +# +# Specific options file for vector games +# + +# +# VIDEO OPTIONS +# +video soft +yuvmode yv12 --- sdlmame-0.136.orig/debian/contrib/config/mame.ini +++ sdlmame-0.136/debian/contrib/config/mame.ini @@ -0,0 +1,262 @@ +# +# CORE CONFIGURATION OPTIONS +# +readconfig 1 + +# +# CORE SEARCH PATH OPTIONS +# +rompath $HOME/.mame/roms;/usr/local/share/games/sdlmame/roms +samplepath $HOME/.mame/samples;/usr/local/share/games/sdlmame/samples +artpath $HOME/.mame/artwork;/usr/local/share/games/sdlmame/artwork +ctrlrpath /etc/sdlmame/ctrlr +inipath /etc/sdlmame +fontpath /tmp;/usr/share/games/sdlmame +cheatpath $HOME/.mame/cheat;$HOME/.mame/cheat/cheat;/usr/local/share/games/sdlmame/cheat;/usr/local/share/games/sdlmame/cheat/cheat +crosshairpath $HOME/.mame/crosshair;/usr/local/share/games/sdlmame/crosshair + +# +# CORE OUTPUT DIRECTORY OPTIONS +# +cfg_directory $HOME/.mame/cfg +nvram_directory $HOME/.mame/nvram +memcard_directory $HOME/.mame/memcard +input_directory $HOME/.mame/inp +state_directory $HOME/.mame/sta +snapshot_directory $HOME/.mame/snap +diff_directory $HOME/.mame/diff +comment_directory $HOME/.mame/comments + +# +# CORE STATE/PLAYBACK OPTIONS +# +state +autosave 0 +playback +record +mngwrite +wavwrite + +# +# CORE PERFORMANCE OPTIONS +# +autoframeskip 0 +frameskip 0 +seconds_to_run 0 +throttle 1 +sleep 1 +speed 1.0 + +# +# CORE ROTATION OPTIONS +# +rotate 1 +ror 0 +rol 0 +autoror 0 +autorol 0 +flipx 0 +flipy 0 + +# +# CORE ARTWORK OPTIONS +# +artwork_crop 0 +use_backdrops 1 +use_overlays 1 +use_bezels 1 + +# +# CORE SCREEN OPTIONS +# +brightness 1.0 +contrast 1.0 +gamma 1.0 +pause_brightness 0.65 + +# +# CORE VECTOR OPTIONS +# +antialias 1 +beam 1.0 +flicker 0 + +# +# CORE SOUND OPTIONS +# +sound 1 +samplerate 48000 +samples 1 +volume 0 + +# +# CORE INPUT OPTIONS +# +ctrlr +mouse 1 +joystick 1 +lightgun 0 +multikeyboard 0 +multimouse 0 +steadykey 0 +offscreen_reload 0 +joystick_map auto +joystick_deadzone 0.3 +joystick_saturation 0.85 + +# +# CORE INPUT AUTOMATIC ENABLE OPTIONS +# +paddle_device keyboard +adstick_device keyboard +pedal_device keyboard +dial_device keyboard +trackball_device keyboard +lightgun_device keyboard +positional_device keyboard +mouse_device mouse + +# +# CORE DEBUGGING OPTIONS +# +log 0 +verbose 0 + +# +# CORE MISC OPTIONS +# +bios default +cheat 0 +skip_gameinfo 0 + +# +# DEBUGGING OPTIONS +# +oslog 0 + +# +# PERFORMANCE OPTIONS +# +multithreading 0 +sdlvideofps 0 + +# +# VIDEO OPTIONS +# +video opengl +numscreens 1 +window 0 +keepaspect 1 +unevenstretch 1 +effect none +centerh 1 +centerv 1 +waitvsync 0 + +# +# OpenGL-SPECIFIC OPTIONS +# +filter 1 +prescale 1 +gl_forcepow2texture 0 +gl_notexturerect 0 +gl_vbo 1 +gl_pbo 1 +gl_glsl 0 +gl_glsl_filter 1 +glsl_shader_mame0 none +glsl_shader_mame1 none +glsl_shader_mame2 none +glsl_shader_mame3 none +glsl_shader_mame4 none +glsl_shader_mame5 none +glsl_shader_mame6 none +glsl_shader_mame7 none +glsl_shader_mame8 none +glsl_shader_mame9 none +glsl_shader_screen0 none +glsl_shader_screen1 none +glsl_shader_screen2 none +glsl_shader_screen3 none +glsl_shader_screen4 none +glsl_shader_screen5 none +glsl_shader_screen6 none +glsl_shader_screen7 none +glsl_shader_screen8 none +glsl_shader_screen9 none +gl_glsl_vid_attr 1 + +# +# PER-WINDOW VIDEO OPTIONS +# +screen auto +aspect auto +resolution auto +view auto +screen0 auto +aspect0 auto +resolution0 auto +view0 auto +screen1 auto +aspect1 auto +resolution1 auto +view1 auto +screen2 auto +aspect2 auto +resolution2 auto +view2 auto +screen3 auto +aspect3 auto +resolution3 auto +view3 auto + +# +# FULL SCREEN OPTIONS +# +switchres 0 +useallheads 0 + +# +# SOUND OPTIONS +# +audio_latency 3 + +# +# INPUT DEVICE OPTIONS +# + +# +# SDL KEYBOARD MAPPING +# +# If you are using one of the available non-us keyboard layouts +# set keymap to 1 and uncomment the appropriate line below +keymap 0 +#keymap_file /usr/share/games/sdlmame/keymaps/km-be.txt +#keymap_file /usr/share/games/sdlmame/keymaps/km-ch.txt +#keymap_file /usr/share/games/sdlmame/keymaps/km-de.txt +#keymap_file /usr/share/games/sdlmame/keymaps/km-fr.txt +#keymap_file /usr/share/games/sdlmame/keymaps/km_it.txt + +# +# SDL JOYSTICK MAPPING +# +joy_idx1 auto +joy_idx2 auto +joy_idx3 auto +joy_idx4 auto +joy_idx5 auto +joy_idx6 auto +joy_idx7 auto +joy_idx8 auto + +# +# CORE COMMANDS +# + +# +# CONFIGURATION COMMANDS +# + +# +# FRONTEND COMMANDS +#